This game slaps on all fronts. Art, Music, Gameplay, it has it all! The truce system added a fun extra bit of strategy to each encounter and the twist at the end was awesome! I hope I see this game high up in the rankings because you guys seriously deserve it for making such a great game.
DJfox58
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Movement feels extremely satisfying and it makes the platforming an exercise in figuring out the coolest combination of moves that you can pull to get across. I got lost at the last checkpoint on the peak, but other than that, I felt that the level design was very clear on where to next and how to get there.
One of the coolest games I've played all jam. It feels super satisfying solving such open-ended puzzles that allow so much creative expression. There are definitely some quality of life features that others have mentioned that would improve the experience, but those are all things that can be fixed with work. The core concept of this game is super interesting and you did a great job making it FEEL good to pull off a correct solution.
Absolutely adorable game! I truly don't think there's any feedback I could give. This game hits on every single front. Gameplay is fun and the game has the perfect amount of content for a jam. The art and sound design is truly amazing and really makes this game for me. Such a delightful game that I can't believe was all made in 4 days!
I'm glad you enjoyed the game and thank you for a super useful review. We were working on mechanics basically up until halfway through the final day. We managed to still get a ton of levels done in time, but given the number of mechanics in the game, some didn't get a chance to really shine as the centerpoint of a level. We're working on a post-jam build atm and a big focus is charting out level progression and the introduction of mechanics.
Glad you liked the game! Thanks for your thoughts on what levels you enjoyed. We didn’t get too much time to playtest outside of the dev team, so it’s great to hear what levels hit and which ones missed the mark. Switch blocks and tp’s have a couple annoying interactions that we’re fixing for the post-jam build.
I've been craving a game like this ever since Shellrazer came out a decade ago on mobile. The mechanic of attaching absurd amounts of weaponry to a massive animal has been an itch in the back of my head for years, so I'm glad someone finally took another shot at it. The game feels very good, even in its unfinished state. The alternate right click gatling gun did feel a bit weird to use, possibly because I wasn't used to the way it charged. Maybe a more detailed bar / tutorial on charging times for weapons would be nice in a future build.
I'll keep my eye out for this game if it releases one day. I'd love to see a final product with tons of polish and weaponry!
Perfect short & sweet puzzle game for the jam. You got a lot of mileage out of the main mechanic and all the different ways you explored it.
I found a small oversight where you could push small crates to the edges of the pits that normally couldn't be jumped over normally and just make the jump.
All in all, the game is very well put-together, especially considering that you made it in 2 days as a solo dev with all original assets. You did a great job and the game was a blast to play!
Way more fun than I thought it would be. Each mechanic is so hilariously insane that I couldn't help but love them. This is a super impressive project, especially for a solo dev. The movement feels super smooth and almost always does what you want it to do (I'm looking at you auto grabbing onto ledges).
There's a ton of potential here to be expanded upon with a movement system this solid .
This game is a beautiful mess. It's rough around the edges but I kept wanting to play again after losing. There are a lot of mechanics that probably need some numbers tweaking (increasing in size & getting slower is a bit brutal for dodging), but overall, the game was really fun, and it ended up being one of my longest played games of the jam. Congrats on submitting your first ever game!
Brilliant game full of life. The crayon styling on everything is such an amazing artistic choice and gives the game a unique identity. The core mechanic is also super fun and you used it super well throughout the levels. My only gameplay complaint is that the downtime delay on jumps after landing felt a bit awkward, but it was by no means a dealbreaker. The music was also lovely and perfectly fit the rest of the game art and gameplay-wise!
Just finished playing for a bit and wanted to put my thoughts into likes & dislikes
Likes:
-The art looks amazing and shows a ton of care for each piece, especially the title and player character
-The music tracks are great and are very high energy
-The idea of being a robot managing a space voyage is a super cool concept, and has a lot of ideas that can be expanded upon
Dislikes:
-Character feels too floaty which makes it difficult to maneuver
-A bit of camera offset to move your POV towards your mouse would go a long way for game-feel
-Longer tutorial on the room system would be useful, as I felt lost on what it was I was doing each time I expanded
-Gameplay felt slow at times, as I felt like I wasn't really sure what my objective was. Space battles were fun, but they felt too spaced out for my liking (but that may just be a preference thing).
I think a couple of the core gameplay elements should be looked at to see where they can be spruced up to be more engaging to the player. This game has a lot of potential, and I'd love to see a fully fleshed out version.
Awesome game that has so much potential to be expanded in the future with even more content! As it is now, this is an addicting experience filled top to bottom with polish. The only thing I felt it was missing was a speed-up button (or just make the first wave of slimes get to the tower a bit faster).
I really hope that you guys keep working on this game after the jam. I'd love to play a full version of it in the future!
This is an absurdly big game to make in only 4 days, and to have polish on top of that is *chef's kiss. The only thing that felt a bit off was the glider. I had a bit of trouble getting it to activate when I wanted it to at the start of my jumps. I also wish there was a way to put away the glider midair, as I overshot a lot of platforms by being too high with my glider. Regardless of those issues, this is an amazing game!
This is such a cool game concept. Tower defense games have become so formulaic so it's nice to see someone trying to freshen up the genre with a little creativity.
A bug that I found to be a bit annoying was that if I went to place a structure, and the tiles tilted before I placed it, I would have to go and reselect it before I could actually place the building down. It ended up being a bit frustrating given the cyclopes consistent tilting making it difficult to rebalance on the fly. Minor bugs aside, I had a ton of fun playing this game, and it feels like a concept that could be expanded after the jam into a full fledged game.
The Factorio nerd in me adores this game. I think this is a super amazing concept for a game with so many options to expand the mechanics. The current build is fun, but feels repetitive after the first 4/5 levels. I think part of that is that the current placing controls feel a bit tedious with flip settings not saving between placed objects resulting in me having to flip a corner piece, then grab and flip another. With a few fixes though, and some new instruments sprinkled in. I could see this being a really awesome game, especially once you get up to basically recreating an orchestra.
This game really nails everything that it sets out to do. At no point during my playtime did it feel like I was playing something made in 4 days. There is nothing that I can think of that stuck out to me as an issue at any point. Seriously an amazing project that deserves even more recognition than it's currently receiving!
A delightfully silly game! You did a great job replicating that unruly QWOP control scheme. The art and music in the game is wonderful and really elevates the gameplay. I somehow managed to do a massive slingshot maneuver at the start. I don't know if it was supposed to happen but it was really cool!
Solid prototype. I really like the contrast of the 2d player sprite, and the 3d platforms. Gives the game a really unique feel that I think you could continue with as a deliberate design choice. The gameplay is obviously a prototype, but I think you should consider what kind of game you want to make. The button size changing could work very well for a puzzle game, but I'm not sure if that's the game you'd like to create. If you're set on leaning closer towards a platformer, try to think about how you can add more depths to the buttons. As of now you don't have to think much about using them because they're just in the path, but I think there are definitely some cool ways to make changing sizes an action that the player needs to think carefully about (maybe adding multiple paths that can only be traversed by certain sizes). Regardless, even just getting a game made in 2 days and posted is still super impressive! I hope you continue doing game dev, either with this concept, or trying something new!