Wow, this is one very impressive jam entry! The artwork and level design are so good, and I can really tell that you guys iterated early and often to arrive at the best possible player experience. I love how the mode-switch affects both platforming and combat. The staff throwing/bouncing mechanic is really well-designed and fun too. This game is just plain amazing on every level!
chompdev
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Really fun level design, and the controls are so smooth! I really like that you're only allowed to lean so far in one direction or another, so you don't have to worry about falling over and can just focus on jump timing and positioning. I'm also a big fan of how you implemented the wall jump! Sliding down slowly gives you a bit of tension/urgency, but is still lenient enough to be fun and forgiving. Great work all around!
Mini-metroidvanias like this are so fun to play! You picked a great mixture of abilities that are all unique and enjoyable to use. Using Big Mode to stomp enemies is really satisfying in particular, and the dunkey crab-kick is perfect.
The little touches go a long way, like the animated background, unique normal/big/dunkey/rocket animations, the enemy sprites that change as they take more damage, and the cool hand-animated smoke effect while you're transforming. Also I can't get enough of that falling animation with the flailing feet, haha. Very well done!
That subtle camera shift when you go into zero G is so good! I really like this idea of using the extinguisher for both fires/propulsion, and I could see that expanding into all sorts of other cool mechanics in a post-jam version. Also, really nice job on the general presentation/sound effects/music!
I love chess puzzle games like this! You've got a really good balance here between challenging unit placement and that rush of clearing part of the board right before you run out of space. I also really like the unique sprites that update as you add more of the same units.
I can definitely see some room to run with this concept post-jam, adding things like unique level shapes, obstacles where you can't place units (or block line of sight), handcrafted levels with their own one-off objectives and bonus challenges, etc. Nice work on this one!
Very fun concept! I'm glad you mentioned doing a post-jam, expanded version because I'd love to play a full adventure game where you could fold into different shapes/vehicles to solve puzzles and reach secret areas and collectables/upgrades.
You could even structure it like a metroidvania where you find new origami patterns around the world and can use those to reach higher/further areas, open previously blocked paths, and maybe even get better versions of previous patterns (e.g. Paper Airplane V2 that lets you fly further and faster).
Excellent take on the theme! The juice and effects are great, and even simple things like the cartridge flying across the room when ejected is so satisfying. Also, great design choice to keep the game in the same mode after dying, so the player can learn the ropes before switching modes again. Very well done!
Amazing art style and 3D models! You guys clearly put a ton of work into this. It's super impressive that you created so many high quality environment models and character models in just a couple weeks - well done! If you decide to expand the game after the jam, I'd love to have an optional control scheme with absolute movement instead of relative to the mouse.
Such a fun idea! You guys executed this concept very well, and the animation, presentation, and level design are fantastic. This also fits the theme absolutely perfectly. I've played a ton of platformers and I can't think of any that have such an interesting mix of randomizers that can drastically change the gameplay after every death. You guys should be very proud of what you've created here!
Very cool game! The mood and atmosphere are top notch, and the voice acting is great. This is by far the best "mathematical mode" take on the theme. I'd love to buy an expanded version of this where, similar to Papers, you get to see the consequences of your actions play out over time and affect different planets and factions.
The whole concept of learning how to spot smuggler ships, building a mental database of ships/models/stats over time, and having to make tough moral choices, is very appealing. Looking forward to see more of this one, and/or whatever you create next! Great work.
Oh wow, this one is so good! The whole presentation is incredible, and your take on the theme is easily one of the best I've seen. It's actually really fun to dodge bullets in both modes. The enemy disintegrate animations are super stylish as well.
I really hope you continue developing this after the jam! I'd love to buy the full version. A few small suggestions that might make top-down gunplay even better: A) Have the camera focus somewhere between your character and your crosshair so it's easier to see what you're aiming at, and B) zoom the camera out slightly when you're moving quickly so you don't accidentally run into bullets that are just off-screen. Excellent job - this is hands down one of my favorite games this jam! :)
I love this idea! Very fun mix of platforming and restaurant management. I think you could easily turn this into a full game, almost like the perfect mix of Meat Boy and Overcooked. One suggestion I might offer is to make deaths/pits just delay you a few seconds instead of restarting the entire level, similar to Overcooked. Great job on this one!
Very cool art style, nice smooth animation, and a fun heist game! I'm amazed how much detail and content you were able to add in a single jam. This evokes the really fun planning/reloading/attempting phase of games like Shadow Tactics. I'm always looking for new heist games on Steam, so if you ever decide to turn this one into a full game, I'm sure there will be interest in it!
Really polished, and a very cool take on the theme! The combat is fun, the movement is fun, and the graphics and music work together really well. I love the idea of having very limited inventory space and being able to find/equip/sell upgrades on the fly. I think you could turn this into a really fun sidescrolling action game after the jam, and I hope you continue exploring the concept!
This is a really fun idea! Sticko mode is a satisfying way to wrap up each level after you've carefully planned out all your moves and rewound all your silly mistakes. This gives me that fun vibe of perfecting your route in a Meat Boy or Hotline Miami level. Would definitely like to play more of this one if you expand it after the jam!
Very fun game, and a very unique genre mix! I really hope you expand this one and consider turning it into a full Steam game. The 3D mode is a super cool idea and I think there are a lot more mechanics you can discover here, and fun ways to continue interconnecting the modes.
I really like the situations where your weapons get damaged and you have a choice between continuing to fight at half capacity, or taking a break to repair. I think there's a lot of cool ground here to continue expanding on concepts like that, adding more ship systems to manage, and creating a variety of interesting tactical choices. Great work on this one, and I'm excited to see what your team does next!
The sprite animation is extremely well done! This is a very unique take on the theme, too. The weapon instruments are all fun to use, and even the small details like being able to continue sliding a bit during the attack animation makes the game feel really smooth and responsive. Nice work, you guys!
Simple and fun! I'd love a new mode like Bubbles789 mentioned where you have to keep your combo going the entire time and never touch the ground. That reminds me a bit of Mario 3 where you could rack up a ton of enemy bounces to earn 1ups. I really like the level-tilt effect when moving, too. Nice work :)
This is a fun one! I've never played a platformer quite like this before. It reminds me a bit of Celeste or 1001 Spikes where you have to memorize a fairly specific movement pattern to get through a very tricky or time-sensitive area.
If you expand this idea after the jam, I bet you could add some really cool mechanics that let you use consumable items to hear the melody again, or maybe regain health if you reach difficult/secret areas. I'd also really enjoy playing an easy mode where I could hear the melody multiple times, or only need to go back one level if I lose all my health. Overall, great work on this jam entry!
Congrats on finishing your first jam game! This was fun to play and I enjoyed the variety of movement mechanics like tongue, jump, and dash. The scale of the levels is really impressive and I like how many side/secret areas you create to explore, and often when I missed a jump I'd fall into a new tunnel/cave to explore and lead me back onto the main path. Great work!
Impressive scope here, especially the detailed character model and smooth walking/attack animations! I like the 3D sidescroller style and you've designed a remarkably large environment to explore. The mode switching idea is neat, and I bet you could expand on that in some really interesting ways later if you decide to add more features. Great job reaching the finish line!
Cool idea! Being able to block bullets in the correct mode definitely makes you feel powerful. If you decide to expand the game after the jam, it might also be fun to have upgrades that let you reflect enemy bullets back at them, or even bounce bullets into other nearby enemies. Nice work on completing the jam!
This is a very solid puzzle game with some great level design! I love the pleasant, clean graphics and intuitive UI. Great work on the level select screen too - it's got a nice readable layout, and keeping track of the total score and per-level score is a great way to encourage the player to go back and improve on their best attempts.
Awesome game! I love the pixel art and music. I really like that enemies can block with their shields and you need to carefully sneak up on them. I also really like that there are separate music tracks for the "patrolling" and "alerted" states. It feels really satisfying to still be able to win the level even after they're alerted by timing things just right and ambushing around a corner. Great work, here!