hmmm quite perplexing
GanosSnap
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This all being your own art is fantastic. The world feels alive and the animations are fantastic. Only thing that looks just ok are the enemies. Gameplay was pretty fun, although the transitions and main game all felt a tad slow. I felt like I wasn't able to kill the blue enemies as they were permanently stuck to the right side of the screen. Some music in addition would be great in the fishing sections to make it a little less lonely feeling. Overall, very cool game though. Fantastic entry!
Very pretty textures by Octoshrimpy, however I wish you animated the liquid textures even the slightest amount yourself, even if they weren't initially made by you (with a dripping noise would've been fantastic). Seeing earie frozen waterfalls really takes away from how nice the vibe of the game was. Other than that I really did quite enjoy the atmosphere. The ambience was great and it was very pretty. Movement was alright but felt a little stiff, but still definitely passable. Levels though were kind of just hold right and jump most of the time, which didn't feel like they fit the platformer type of gameplay I think you were going for. Also, a lot of people have mentioned the background being confusing and I wholeheartedly agree. It's much too vivid of a green outline to not confuse with the main platforms. Otherwise, great game I did enjoy playing it. Good job!
I really did enjoy this platformer. The movement felt pretty precise, and the storm mechanic did change the pace of the gameplay. Only thing that would've been nice was a new movement option to spice up the platforming, but that's my opinion. Great entry! (Going to jail at the end was a funny addition lol)
Cool platformer but there is a lot of stuff to still work on. First, jump inputs get eaten way too often, especially in areas with strong wind where you want to jump as soon as you hit the ground. Adding jump buffer and maybe even coyote time would make the game feel way more consistent and would definitely make the game feel more responsive. Second, the wind is inconsistent at least in the last level I experienced which was the one with spikes and strong wind at the beginning. Wind doesn't have the best reputation of being fun, so you have to make sure it at least feels fair, and I personally think it wasn't. Not moving a constant speed when I hold left and jump just sucks. Third, the movement feels stiff due to there being no concept of acceleration or deceleration. I believe you were trying to replicate Hollow Knight's movement with this. However, it's good to keep in mind what made HK's movement work. The jump's were very floaty and adjustable (depending on how long you held jump) and interacted with stuff like dash, double jump, and pogo. Also, HK's movement was mainly made for combat, not platforming. It's great for that, but I think there's a reason things like path of pain are locked behind what is essentially an easter egg. Lastly, the pixel art did not have consistent pixel sizes, as the player had weirdly stretched pixels while everything else felt fine. In pixel art, consistent pixel sizes are a MUST. Speaking of the player, some sort of run animation would be nice no matter how basic. Just standing and sliding the entire time obviously didn't feel great. The wind also would have been so much nicer if made by a gpu particle. Setting these particles to have a horizontal velocity would make them look much nicer, and you could also easily adjust the gravity for specific emitters to show how strong a wind is (which was also an issue). I talked a bunch of negatives I know, but I really do just want to give good feedback to a fellow platformer dev. Great job at submitting and I hope you make even bigger and better games in the future!
BRUTAL EXPERIENCE (I simply got cooked). Still fun though. I think most of the difficulty comes from the jump not being enough to deal with most of the enemies. Still had fun though. Also don't really understand the point of storm and clear weather as in clear weather I lose so much hp. Great job overall!
Cool little platformer! Maybe sound could use some improvement. Level design wise there were some blind jumps where as I couldn't look down, and the red box wasn't really explained very well until I got hit like 3 times by it and figured it out. The vertical section had a lot of bonking which didn't feel great either. Visually I recommend picking a color pallet prior to making assets, as it helps make everything mesh together and you can make it super easy to make enemies and the player in contrast to the background. Overall though that was a pretty fun project. Good job!
Definitely a very eerie vibe and the voice acting was pretty good! Gameplay was very minimal with walking around and clicking, but not much actually happened though. Still very impressive to make all these assets in just a week alone though, so I see why there wasn't time to maybe have a park scene/monster scene etc. Great job! I can definitely see why you're tired after this one haha.
I'm glad you tried again for a faster time, and those are some pretty good stats! Appreciate the kind words, but I started game jams like... 2 weeks ago so I'm sure I'm not far ahead. If you have any questions about anything game dev/platformers specifically feel free to ask! I'm sure you can make what you envision next time with some feedback and having a few tricks in the bag. Also agreed the vertical movement was the thing I had the most trouble with haha. Without walls getting vertical height ain't easy so level design had to be very horizontal focused. (Agreed on the trick levels too they definitely need some touching up). Glad you enjoyed!
I like the concept a lot but most of the mechanics didn't feel fleshed out enough to feel impactful. The red robot had to mine once, the blue robot had to collect once, and the green robot had to jump twice. Just not enough time to really feel each robots unique abilities. I did like how the game looked though and it sounded quite good too. The storm felt unsubstantial cause you could just e and revive though. Overall a game with flaws, but a decent one for the jam. Good job on your submission!
5:03:91 Felt like the movement was a little stiff but the dash definitely felt good to control. Ending sequence was really cool too. Super jump felt kind of unintuitive though. The wave dashing inputs leading to vertical height took some getting used to lol. Also having to platform to the next screen without being able to see it wasn't great. Overall pretty good platformer though I did enjoy it quite a bit. Great job!
A map would do wonders for playability but the concept was really cool. Hooking mechanic was pretty good if you weren't currently inside the object you were trying to pull. A super easy addition would be to make your ui elements appear over the game as to not be blocked off by rocks and the such.Overall pretty good entry. Good job! (didn't know how the theme was incorporated though)