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samfizz

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A member registered Mar 08, 2017 · View creator page →

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The charge jump mechanic is really fun! I enjoyed navigating through as quickly as possible with it while planning around light sources. Very cool style, especially the UI and HUD. Looks, sounds, and plays great

This is SO fun, I would play 100 more levels of this. Zero complaints. My favorite of the jam so far!

Great atmosphere and sound, nice art, the climbing felt satisfying. I couldn't quite tell how much time I had before my hand would drop so that felt a little frustrating. But overall very well (heh) made

LOVE the music. That combined with the art, great underwater theming

Very creative use of the theme! I really like the idea of all the weapons being on a timer and exploding, so you wanna use them as much as you can and then throw them away before they blow up on you. Especially when you get multiple weapons at a time and need to quickly burn through them all, that's very frantic and fun.

Art looked great and I really liked the stylized smoke and fire effects. The music was energetic and fitting!

Couple minor problems with the settings, it didn't seem to save my mouse sensitivity when I started a new run. But very cool overall!

Has a fast and smooth flow that feels really good when you get the hang of it. One gripe is it was sometimes difficult to judge if the height of my jump would be enough to reach the next platform.

It'd be cool if some of the levels had a bit more depth, perhaps in an expanded version. As in your ghosts need to do a little more, or you have to plan your path and order of events. Because currently each level is the same in structure where you take one path the first time and then a second path the second time.

For instance, maybe ghosts have to open paths for each other several times? So on your final run, you have to be in all the right places at the right times instead of just making a beeline to the goal. The concept reminds me of the Clank puzzles in Ratchet and Clank: Crack in Time, where you record copies of yourself.

Had fun though! The music was cool, and I liked the stylized art of the ghost!

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Very cute, enjoyed it a lot. Great art and music. It did start a bit suddenly, I was kind of taken aback lol. The conversation rhythm parts were the most fun for me!

The mechanic is very well introduced and after the second level I was excited to see which gimmick/trick each character would have. I like how it feels like a classic cowboy duel lol. I was able to get through each one on the first try except for the final one which took me a good few attempts!

Great art, very appealing character designs, enjoyed the story/scenario, music, sound, all great. Super well done! 

Love the art and character design. The timing of the jump being so precise was a bit frustrating, as I'd very often run off a ledge just before the jump and fall. Which then led to a lot of waiting around by ledges while I wish it could move along more freely.
Perhaps if the windup for the jump was shorter and could still happen a moment after you leave a ledge it'd feel a lot better.
I did enjoy the times where I could run freely, throw the sandbags at enemies, and run through them or jump on top of them.

Very cool! I got to round 5 with 12,245 points.

Felt very Metroid Prime-inspired, specifically Metroid Prime Hunters arena multiplayer on the DS. Down to the aesthetic, the HUD, music etc, big fan of that. Having to adapt on the fly to what your next shot type will be is fun, especially when it makes you aim differently like the arcing shot of the bomb or trying to line up enemies with pierce.

Minor gripe, I wish it was easier to tell which shot you had because I found myself having to look up at the top right a lot to read it. I also never quite figured out what the Revitalizer did, I assume it heals you somehow?

But this looks and plays great, and I could totally see it expanded with more enemies, levels, power-ups, or movement options. Well done!


The character is adorable, great art. Love the polished movement and game feel, nice squash and stretch animation and sounds (you can even crouch and get all squished! Feels a lot like Kirby). The double jump somersault looked and felt really cool, as did dashing.

Nice interpretation of the theme, I haven't seen another entry use loop in the "loopy" kinda way yet lol. Cool screen effect for getting drunker without being too distracting.

Thank you for including the tutorial level, good addition. It felt like a natural part of the game and was fun, I kinda think it should just open with that instead of being optional!

Very clever mechanics and I enjoyed exploring the main level. Well done!

Addicting, kept coming back for another try! #2 on the leaderboard (5995) at the time of writing!

Difficult but very fun. The hazards are funny and creative and I love how the final boss incorporates all of them as his attacks. Great sound and the art is cute, really like how the apples are loops. The intro also made me laugh. Well done!

Super cool, love the art and music! Drawing different shapes to cast spells is a clever idea, and the technical execution of it is impressive--I never felt like my shape should've been accepted but wasn't. I also really like how the enemies have multiple eyes and lose one when they take damage, great design!

Super clever, loved it! Great level design and difficulty progression, and some very fun setups to figure out. Finished first playthrough in 24:18.34

Nice, finished with 27 deaths, 496 sec. I liked the art and music, and the character and its animation were cute. Cool background details.

The overall map layout is nice in the way it loops back to previous rooms and does a good job at guiding the player. I never felt lost even with the single tile set and no map to check, which is a good thing!

The platforming is fun and I like the way the two abilities can be used together. My issue with the teleport is that it was often difficult to judge how far it would take you and the instant camera movement was a little jarring. Another thing was often the levels would put obstacles below you that you can't see or generally ask you to make lots of blind actions without knowing where you're going, which led to trial and error. It might help if the camera was zoomed out more, and/or if there was a solution like the binoculars in Celeste that let you preview the whole room.

No complaints about the tongue, that worked well and was fun to use!

Thanks for playing and for the feedback! Gun VFX are planned, and coyote time is a good suggestion.

Great game feel and very tightly designed. This is such an elegant entry.

Love the art, sounds, music, animation, and world! It's all simplistic but done so well. The writing and characters are very charming. The rat guy's dialogue got a chuckle out of me.

One thing that felt off--it seemed like my attack input would often get eaten if I tried to time my attacks rather than just spam. It'd be nice if there was a more forgiving buffer.

It ended right as the platforming was getting REALLY good! It's very challenging (in a good way) and I love the quick action chains of dashing and piercing.

Please make more!

What a meaty experience--very impressive amount of content for a jam game! Completed and found everything except for one drone chip.

Fun map to explore, had good connections and never got too tedious. Abilities were all intuitive to use. Satisfying pace and variety for power-ups and upgrades.

I ran into two issues: 1) at some point I stopped being able to unequip my first three talismans, so I was unable to swap those out. And 2) I was able to dash on an inclined ceiling to get into the submerged area before I got the scuba gear, which was a softlock (easy enough to exit to menu though).

With how large the the world was it was really nice having both a map and minimap and the ability to place markers. A minor gripe though was invisible walls wouldn't be marked as room boundaries, which made it hard to tell if those were paths I hadn't explored or not.

The art, sfx and music all fit well. The music might've gotten a little repetitive, since I think a lot of the area themes sounded similar. Nice detail being able to equip different outfits, and them having both lore and a purpose in unlocking things is neat!

The worldbuilding through all the logs and flavor text was cool. Seemed ambitious and I got the sense that a lot of history was thought out which I appreciate. The ending was a bit abrupt, but that's understandable considering how much else was present here. Great work!

Wow! Love the visuals, sounds, music, and animation. And the movement is super fun. Feels extremely polished.

It's very cool the way you can chain together dashes and grapples, zipping around without needing to touch the ground. It feels great. One thing though is that after the first room, I never needed to use the wall jump. It'd be cool if there were some platforming segments that required you to use your full move set and maybe restricted you from just flying through.

It's also a bit linear, as the grapple upgrades are nice but I never really felt like there was something I needed to return to later. I kinda just found the keys as I went along.

Minor gripes though as this is overall very impressive. And replayable, being short and having the speedrun aspect. Would love to play an expanded version.

Made it all the way through! The art and sounds came together well to make a nice atmosphere.

I had some issues with the movement, as there seemed to be a long delay between dashes and no indication as to when it was ready again. I found myself waiting a second or two after each platform when it would've been nice to be able to traverse through more smoothly.

I was also surprised by the decision to start you with the dash, instead of having it be a power-up you pick up to access previously gated areas.

I felt like there was a lot to explore which was cool, and the secret walls were a nice reward and made the caves feel mysterious. Although I did find myself getting a bit lost as the rooms looked very similar. And I couldn't always make out the spikes since they blended in with the regular terrain.

Combat felt snappy due to the sword swing vfx and sfx. But enemies felt a bit spongey and I found myself running past most of them. That final fight was challenging though and took several attempts. Good work!

Fun! Upgrading the lights and defeating tons of enemies at once is super satisfying. I only wish the waves and upgrades progressed faster. Also, giving all of your wall HP back after each wave might make it too easy. But clever concept, and I like the graphics and sound a lot. Very nice overall

Hi, still looking to join a team? Any past 3D work you could share?

DM me please, samfizz on discord :)

Sent you a friend request on Discord!

Ha, Outer Wilds crossed my mind too. If you drift off into the void, it captures that same uneasiness.

Thanks! Yeah, the reticle was intended to be higher. We ran out of time to make final adjustments and will likely update after the voting period is over.

I'm seriously impressed that in 48 hrs you were able to add achievements, color palettes, a speedrun mode, and a save system, all on top of the polished art and multiple levels with several unique mechanics!

The difficulty was a tad high and the movement a tad slow, which led to some repetition. But the complete package you put together is quite the feat. Nice work!

Amazing! I adore the art, animation, and music, and the game is simple yet so elegantly designed. So much polish.

The shards refilling your dodge is very clever, and becoming the hero and chasing enemies like Pac-Man is a satisfying change of pace. My only minor gripe is that the four barricades are larger than the sprite would suggest, which made me get caught on the corners and take a hit.

Very impressed overall, brilliant work!

Love the artwork!

Fun! But pretty easy to last a long time. I like throwing the apple and having it destroy a bunch of darts before the snake eats it, that's a cool mechanic.

Very cute! I love the design of Ruddy and the customers. Pretty fun sneaking around the place and fixing things, even if I didn't have to move or swap things around as much I would've thought. Preserving immersion and fulfilling specific wants are good ideas. Nice job!

Couldn't beat night 2, but enjoyed it! A bit of strategy on where to place zombies and how quickly. I do wish the upgrades were a little bit more often/substantial though.

Had fun, good take on this idea!

Simple but fun, and I get a kick out of the visuals--some good expressions!

I like how you can jump over the hole, though it seems optimal to spam the mouse and get as many hops in before the hole swallows the entire screen. I got up to 33 this way.

Also, one try I managed to escape off-screen through the bottom left corner and got 193, lol

Really cool idea and great presentation! I found it a little easy--I stopped at 600 points since I wasn't in much danger (I think because I was granted too much money, had 100k by the end). 

Took me a minute to get the hang of it but I enjoyed it a lot. Clever stuff

Dashing into and knocking over the players is fun! Nice risk and reward getting close to them while also avoiding getting launched across the field.

The puzzles had a great balance of difficulty. Very succinct and cleverly designed

This is an extremely creative take on the "control the level" idea! I'm super impressed by the quality and quantity of levels and overall presentation. The visuals and sounds of the blocks and chains snapping into place is satisfying. My only gripe is that dying can lead to a bit of frustrating repetition.

Well done!

Creative movement scheme! Nice bit of difficulty too