Insane presentation and really cool idea, using both theme and limitations REALLY well. Great game!
perons
Creator of
Recent community posts
Hey! Playing the game, I checked all the 4 notes in the protagonist base, and went to the hospital. Should I've been able to climb down the stairs on the hospital main floor? Character just moves on top of the tile but he doesn't go down. I'm trying a couple of things but apparently there is nothing else to do.
EDIT: Nevermind, figured it out I had to interact with the fires (I walked into them and got burnt, I assumed I couldn't interact with them)
That's an awesome feedback, thanks!
And yeah, the game uses the minified JS script from Macroquad for the WASM <-> Browser bindings (input, canvas rendering, etc). It's a recommendation and part of the engine guide itself, because that's the glue that make the Rust "wasm32-unknown-unknown "
target work (basically, a WASM build with no assumptions on where it's running at)
Very interesting idea, and I really like the genre of interactive fiction/text adventure. I'll be looking forward if you ever want to develop the idea further!
One usability thing: the text wasn't automatically scrolling when I was writing prompts, so I had to constantly scroll down. I really liked the clean UI though.
Save-game isolation too, but I was also building an online service that would benefit greatly if I could check which game was connecting to it. Knowing WHICH game is unnecessary, as long as I could differentiate between games using an unique-id.
Save-game isolation is a much more pressing danger, though.
Hi!
I'm a Godot Developer, and I was trying to optimize my web builds (made with Godot 3.5.2) for itch.io releases. One particular thing I was trying to do was to:
- Zip the engine .wasm and game .pck files together, reducing the size of both files.
- User unzips the file on their own browser and loads the game.
It's a really small optimization but I was interested in doing it to understand a bit "how much" I could optimize from my builds. I was able to reach the point in which I could unzip the files and restore the binary blobs in the user browser, but I couldn't figure out how to load the blobs themselves on the Godot engine js bootstrap - itch.io returns an error everytime I try loading a `blob:` generated URL. From what I understood looking into this problem, it seems this is a security config and itch.io simply won't load the blob files from the user browser, but I'm not 100% sure. Have anyone tried doing something similar (loading js blobs on an itch.io game)? Is that even possible?
Thanks!
A thoughtful feedback is the least people deserve after spending so much energy making a game hahaha. I'm happy my feedback was helpful! Hopefully I'll see a new version of the game in the future!
(and thanks for playing my game! It's terribly difficult, but at least I had a lot of fun making a level upside down haha)
Played for about 15 minutes; reached the part where you warp horizontally on the roof, and can get a glimpse on the upper level, and could reach this part rather consistently but I couldn't figure out how to advance to the next part. I'm planning to keep trying later today though!
An amazing example of a Foddian-like game and the best jam game I played so far. The mechanic is deceptively simple, the level is really well crafted with each part feeling a bit puzzle-ish (how do I get to the upper level?), a good cadence of "resting points" but still punishing mistakes. I also loved the small details (beach themed resting points, the level blood spots of where you fell). I had a lot of fun playing it.
Congrats on this amazing jam entry!
I played the game in 3 bursts of time (around 8min each), managed to finish it only on my last try with a 6 minutes run.
I was actually about to review your game as too difficult for me when I read the comment "mid-air contol is too op" and thought "wait, what", and decided to try it again. Lo and behold, I was playing without ANY air control and the game was absolutely difficult before. I noticed that this is actually explained in the beginning, but it wasn't clear to me when I read it (and tbh I'm the kind of player that ignores most of any text that has more than 4 lines in a game).
So WITH air control, the game felt much better to play, black holes felt less random (I could recover after getting sucked into a Black Hole), and I could break momentum from a far away throw so I could land safe on the ground. Overall, the game was much more enjoyable unlike my previous tries. And I like the fact you can only Air Control without any energy; it's kind of a risk and reward feeling, using all your energy so you can wiggle a bit in the air to land safely, or try reach the next platform and risk falling.
My only nitpick with the mechanic is that it didn't felt intuitive, or something that I was able to do from the start. Bear in mind my potato-ass Gamer(tm) brain that hates instructions, but rolling on the ground isn't something that you do from the start (launching yourself horizontally is MUCH faster), and rolling in the air doesn't actually work until you have no energy AND there is the slight cooldown after you launch yourself upwards for the last time for the air control to kick in. The mechanic itself makes total sense in the game and was the difference (for me) in it being enjoyable or not, but if you ever with to develop the game further, my suggestion is to make this mechanic clearer (although I'm really not sure how).
Overall, really good game, a simple and fun mechanic, and a good level for speedrunning and plenty of punishing/recovery moments.
Played for about 10 minutes. I reached the part after the first red platform, but I couldn't for the life of me bring the stars down the platform to the metal pipe, so I gave up there.
That's a novelty idea I don't remember seeing elsewhere. I liked the puzzle aspect of the gameplay, how you move the stairs around to bring yourself up and get the stairs again to cross the next platform. When I started the game (without reading the instructions) I honestly had no idea what to do, until I read the controls, got the stairs and had a really nice "a-ha!" moment.
The mechanic really does need some polishing though, if you ever with to keep developing the game. Maybe it was the "CTRL+D" problem you mentioned (I was playing full screen, but there was a popup flash on the top-left corner of my screen everytime I spined the stairs), but sometimes the control simply would "stuck" in a movement (e.g. the stair would keep spinning, the player would keep walking) even after I released the input. The stairs collider also didn't exactly felt intuitive; sometimes it would start sliding out of a platform, sometimes it would simply fall. The game would benefit greatly with more precise inputs and colliders for the platforms and the stair. I'd honestly give at least 4 stars on gameplay for the novelty mechanic aspect, if there weren't any issues that affected gameplay so much.
Besides that, the game didn't particularly screamed the "Momentum" theme to me, and not "Foddian" either. Every time I fell, I had to start over because the stairs would be in a position I couldn't reach anymore - so it wasn't like I was "losing progress", it was more like a "Game Over" feeling to me every time that I fell away.
Btw (saying this because I read the description of the game!) don't feel discouraged because the game is buggy. You actually finished a game, so congrats! It's a jam, shit happens. As long as you had fun in the process, finishing a game is always something to celebrate.
Played on a Manjaro Linux using Proton Experimental, for around 16 minutes. ALMOST reached the first big platform (from the box->tank->tank->stone path), but in end I gave up. An important note is that I'm a bit of a potato player, although after trying so many Foddian games in this jam, I guess I'm a bit less potato than before.
Theme and aesthetics is a no-brainer, beautiful graphics and assets as per-usual for an UE game. I did try setting the graphics to Medium quality and everything became VERY red-ish though, so the game was only comfortably playable on Ultra settings.
Gameplay-wise, I think this was a really nice idea. It's an interesting mix of planning your next movement (looking at the ground, trying to measure the angle of your shot so it's exactly in the direction you want to go, but without looking on the exact direction) and quick execution on the wall jumping sections (grantly, I only tried wall jumping once at the beginning, and I could reach the top floor once; then I fell and started grinding the other path that looked easier).
My nitpicks was the lack of a mouse sensitivity setting (being an FPS that demands a LOT of accuracy, I really needed to get less mouse sensitivity for my potato reflexes), and sometimes the "Combo" shot failed to launch me upwards. After some time testing it, I think I nailed it to using the light-shot a bit after (maybe a couple of frames) the heavy shot - instead of adding to the momentum, it looked like my momentum turned out to be the one from the light shot, so I fell a couple of times until I changed my strategy to using the light shot and heavy shot only after about half a second. The level did seemed too hard at the beginning for me, but that's maybe a "me" issue, and most of the Foddian games of this Jam already start insanely hard (mine included hahaha).
I really wanted more people playing the game, it definitely deserves more feedback. But non-web + 1GB windows executable is unfortunately (and understandably) hard for most people to test.
Overall, congrats on the game! This is a good entry for the jam!
No need to apologize, and if you are just starting making games, that makes it even more amazing! I'm used to make "lengthy" feedback posts because I think that's the least people deserve after spending so much energy on a game jam, and being honest about my experience in the game is hopefully useful and encouraging, but at the end of the day you're the one making the calls if my feedback is valuable for your vision of the game or not.
I really did enjoyed it, so I'm curious on how the level is going to turn out after the remake you're planning!
Played for about 15 minutes (reached the part where there is a chair with an X), than noticed I forgot to turn on the sound, and played again for more 10 minutes.
I enjoyed the gameplay and the idea of separating the grappling hook in two! The aesthetics and overall theme was also really cute (I just noticed now the screenshot of the game telling the background story), and I loved the little animation of the frog getting up after a failed jump.
I had two nitpicks as a player on the game:
- Balancing on the grappling hook with the right mouse button was a bit difficult when you get close to the edge of a platform, since it shortens it's length when it touches the edge. Didn't felt intuitive to me and a lot of times I fell because the grappling hook suddenly shortened, the frog touched the platform and I fell without any momentum. This would be less troublesome if I could control the frog's momentum while I was balancing with the grappling hook, but I felt that after I started balancing, there was no way to get lesser momentum so I don't touch the platform with the tongue (e.g. I felt that when I pressed left when I was swinging right to "break" the momentum, it just kept going)
- I actually didn't know the "right" path once I reached the chair with an "X" hahah. I explored a bit there, tried some movements but couldn't reach even close to the edge of one of the upper platforms. I understand if it's a very difficult movement that I had to do, but I think a simple solution like an arrow pointing upwards to where I should go next would at least give me a light on what I had to try.
I noticed on the game's description that this is a PoC and you're planning to expand from it, and I think that's great, this game has a lot of potential for some amazing platforming action. I'll definitely keep an eye out for the game!
I actually played it a bit before the jam ended, but now I had the time to finish it!
Great jam entry! Gameplay-wise the mechanic was really solid and simple to learn, level design was cool, and it really seemed a great game to speedrun to. It definitely wasn't as punishing as the other 99% games of the jam (mine included haha) but that's fine by me since I'm a bit of a potato player.
A personal note about the game being "Foddian" : I don't think this game could be more Foddian without seeming unfair, since platforms have quite a bit of a distance between each other and sometimes you simply can't see where you must go, so there are some "leap of faith" moments that if you ended up back at the beginning, it would feel like the player had no control whatsoever (since they didn't know where to land previously). Not that the "leap of faith" is bad per se since the game don't punish you, so the player understands that they must go "as fast as possible" - but if you ever want to make this game feel more Foddian, I think adding a "zoomed-out" camera when the player gets to a long-shot platform would help them understand the risks of the jump. As it is, I think the game is totally fine, and you definitely made the right call in not making the game more punitive.
Also, I liked all the background musics!
Really great game, congrats!




























