Or you could keep it for ice themed levels? Maybe even make it more slippery! :D
NPJarcade
Creator of
Recent community posts
Great game and very challenging! I can see speedrunners absolutely demolishing this. The hardest part is trying to figure out the speed and momentum of the character. More often than not I'd fall down a pit just because I was still slowing down. The instant restart is a good feature though!
I liked the simple pixel art style and the lighting system is cool and adds a lot of polish to the game.
Movement feels great once you get going - took me a while to figure out wallrunning but it was really fun jumping around and the swinging felt nice and fluid too. I like that your HP is how many fingers you have left, that's a neat way to it without relying on a hud.
Also really love the art style and overall aesthetic!
Thank you for playing and for the feedback!
I originally had a system that looked at every word individually and my goal was to rate each sentence using a percentage of what you got right and then an overall score based on that, but I ran out of time to implement it properly so it just ended up being sentence by sentence.
Really fun concept for the theme. Movement felt really good and it was fun to whip around trying to quickly shoot the targets without missing a single a shot or hitting a civilian.
I would have liked a scoring system and maybe a combo that builds up until you miss a shot. I could see speedrunners going absolutely crazy trying to get a high score in this :D
Thank you for playing and glad to hear it made you laugh out loud :D
I love the idea of a little bonus reward if you're able to make the reporter say something else - I could add a task failed successfully bonus or something!
And I absolutely loved Picture Day! It's so hard to find these hidden gems when there are so many entries!!
I like the concept of having to count down in your head and reach the checkpoint as close to zero as possible, that's a unique idea for the jam. Agree the car accelerated too slow and I found the checkpoints were hard to see sometimes without a glow or any animation to them. The music was funky and fits the frantic gameplay well!
I loved this. It's really well made and you can tell a lot of love went into it! The mechanics are great and very clever and I like how you introduced new mechanics in each level. I would have liked the option to type "walk" instead of "move", or "turn" instead of "rotate", but that's just a personal preference.
The ending was unexpected but hilarious. Also I definitely typed "move 100" to launch myself off the top of the building as soon as the next run started :D
So spooky and great job on the atmosphere and artstyle. I love the idea of the countdown being your torch slowly running out, and the way it limits what you can see of the map adds to the suspense! Not being able to see where you are on the map and having to rely on landmarks in the maze is a neat idea too. With some more polish this would be a really good little horror game.
Thanks so much for playing on stream and for providing a link to your VOD :) Also I love how fast you were mashing the attack button - definitely not the intented strategy but seems to have worked quite well!
I'm sorry you got stuck. Annoyingly that was a bug that applied to the blue skeletons in the first level too, which I'd fixed, but forgot to fully test and apply the same logic to the red guys in the last level. You were so close to the final boss too!
Thank you for playing and for providing so much feedback. Much appreciated :)
I completely agree the NES would probably flicker like crazy from all the huge sprites and depth sorting going on!
I'm really glad you liked the bat cave level, that was one of my favourites too and I had planned a second cave-themed level but it got cut towards the end as the enemies I'd designed for it weren't properly fleshed out.
Thank you for your comments on the difficulty too! Really helpful :)
Thank you so much for the feedback.
I figured some players would use the limited enemy attack range to their advantage. I noticed that a bit too late so didn't get around to updating the hitboxes or balancing properly.
There was at one point an NPC who told you that projectiles can't be blocked or parried but he was replaced with a sign that just told you how to dodge... and I absolutely had the idea to allow the player to parry projectiles with an upgraded shield but that feature didn't make it into the game either :) Nice that you mentioned that though!
Thanks for playing and glad to hear you wanted to play more!
Thank you for the feedback :)
I hadn't even clocked that the text was centered! I did rush the intro and ending scenes so they're not as polished as I'd have liked. Completely agree the text should be left aligned instead.
I was worried the game was too short so it's really useful to get an idea of people's preffered play time. Thanks for playing and for taking the time to comment.
Really well made and feels great to play. Feels just like Ninja Gaiden and the artwork is very Castlevania. Backgrounds and sprites are fantastic and the levels are designed very well with difficulty and punishing enemy layout at the center of the design, which feels very NES appropriate!
Those guys who jump off the edge of buildings and hop around were so hard to avoid and then those skeletons seem to be hypercharged with the amount of bones they were throwing! This can feel a bit unfair at times, but again, it feels like a classic NES game where patience is required to beat it.
Music and sound effects are top-notch. Overall, this is one of the best entries I've played! Well done!
This is a really fun concept and very charming overall. I really like the art style and the dialogue, both side characters were really well written and fun to engage with, especially Gulliver!
The ocean art is really nice and I like how you get a sense of depth when the hook goes underwater and the fish sprites are great. The compendium is a nice touch too!
I think the rhythm game could be a bit more polished. I like how it plays a tune as you hit the buttons but the music notes felt a little out of place and conflicted with the cosy aesthetic.




















