Thanks for making this video :)
Bad Piggy
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This might actually be one of my favourite games on this site in general now lol
Absolutely love how well paced and tightly designed this game was. Everything from enemy variety to general level design was amazing. Also love how some levels were basically just joke levels so to speak like the train level. The art was also beautiful and very expressive for how minimalistic it was
That said I think the spikes need some tweaking. I think the collision box could be a little thinner. Also I think the colour of it's sprite could be a little different. They tended to blend into the environment to the point that I couldn't see them in general some times. This was prevalent moreso in the first few levels where the animation effects for the rain falling on the ground basically looked the same as the spikes. I also think the level where you need to shoot at that alarm could've had a different coloured and maybe slightly larger arrow to indicate it or something, because I didn't notice it until after a few deaths.
Also, this might be more of an issue of personal preference, but I think there should be a delay before you're allowed to press the menu buttons at the end of a level, mostly because I accidentally restarted almost every level after I completed it. I also feel that maybe the drones should have only 1 hp, but maybe that's just a skill issue.
Overall though, amazing game here with tons of personality for how small it is. Really great stuff
Yeah, I probably should've eased the difficulty curve a little lol. This is what happens when you're the only person who tests your game for a whole month XD
Apologies for the camera as well. That said, I did add the camera reset function for enemies that come behind it, but I understand if it's a little janky lol. I need to go back and fix the camera system
Thanks for playing and for the feedback :)

Part of me wants to say that this game might be a little too random for it's own good
But I think the main reason I kept playing was because of how addictive it was to thread the needle in this game. That, and most of my deaths did feel like I could've avoided them tbh, so it never really felt all that unfair. The sound effects also felt suitably atmospheric
Great work on this. Been a fan ever since I played " family mansion ". Btw, any chance we could get a downloadable version of that if you don't mind me asking lol ?
Peak
Great boss design as always and cool presentation overall. Always love a good " rival " fight at the end lol.
I'm not sure if this is a bug or not, but I was able to hit the first boss while he was underground. Also the second boss while it was in the state where it was moving around.
I also thought the way dodging was done felt a little weird, but then I realised that it's something like how FURi does it's dodge. That said, I felt like maybe the amount of damage you do could've been increased a little. Felt a little too small at times
Either way, solid combat system and very solid game here
Highest I managed to get was 16
I honestly adore how much depth this has. The more you collect, the faster you get, and the more harder it is to actually turn and control the car
But, if your power reduces enough, then you slow down a bit and it becomes easier to control/steer, but only for a limited time since you're basically near death.
Really well designed game. Is the car a 3d model ?
Also, any chance you could upload an exe ? I'd like to have an offline version of this lol

This is the best kind of shitpost that you always hope to see in jams ( I guess in your case it's a peepost, idk ).
The concept is hilarious, and how you've implemented it here is pretty great. I love how much you really managed to squeeze out of the mechanics. I also love how you more or less wordlessly taught most of the mechanics.
That said, I think the camera during the final level could've been moved downward a little more to see more of what's below you while falling. I also think some of the spaces that you had to go through were maybe a little too tight, but that might just be a skill issue from my side.
Still, this is a great game overall. Cool stuff
Unfortunately I was having some serious lag while trying to play. Having a downloadable version would've helped tbh. I wasn't able to beat the second level since precise jumps and movement were kind of impossible to pull off because of this.
That aside, I think the game is pretty cool though. The actual concept itself is charming and the art style is nice and comfy. However, I'm not really a fan of the camera. By itself, it's not that much of an issue ( even though I think it's movement could be a little smoother ). What really made it an issue was the level design.
This was prevalent moreso in the second level of the game because of how big it was. It was a little hard to see where I could go and which parts of the level were actually reachable, mostly because I just couldn't see parts of the level. I think pulling the camera back a bit ( atleast only in this level ) would've helped
None the less, what's currently here is still pretty interesting overall. Kudos to the entire team.
Unfortunately I can't draw to save my life lol, this was a cool little game though. Loved the different brushes
I was constantly getting this bug where the head of the flower was just a pink square though ( missing texture issue I guess ? )
And was the dialog made using SAM ? How'd you get that working in Unity ? Because I'd love to use it as well lol
Managed to survive 4 rounds so far
Great little game. Your visual and audio work is still as crunchy and amazing as ever
That said, I think the way health works in this game is a little too unfair imo. Maybe I'm missing something, but you're pretty much at low health in a matter of seconds both from the health decreasing, but also from movement.
I'm guessing this was done to incentivise not moving much and to make your shots count, but when you add your health decreasing in general as well, it starts leaning into being a losing battle. ( If that's what you were going for, then I'd say it's still fun )
Really, I think the best way to balance all of this is to just give the player a little more health when they collect orbs. All that said though, this is still an amazingly polished game for something made in under 36 hours. Great job as always milkman

Took me quite a few restarts, but I managed to beat it lol
That said, most of my deaths were due to performance problems more than anything else. The game constantly seems to hitch when you kill enemies sometimes.
Also, I'm not really a fan of how the weapons that the enemies have get randomised. You end up with situations where it's pretty impossible to react at times. I get that you want to keep replays and playthroughs a little more random, but this just makes things a little annoying at times, especially since it's hard to tell what weapon an enemy has.
( If the looks of enemies changed based on their weapon, it would help )
Love the visual style, although I feel like enemies could stand out from the environment a little better
I also think the dash needs some sort of visual or audio indicator though. It was very hard to tell if I was actually dashing or not
All that said, this is pretty awesome none the less. Makes me want to make a hotline miami-esque game lol. Great stuff here
It's easy to see why y'all won the artwork category lol. I don't think I need to say that the presentation in general is exquisite
I think the actual gameplay coming down to trial and error got a little annoying though
That said, for something made in 4 days, it's still a pretty great achievement. Good stuff

I'm kind of in awe of how much you guys accomplished and how polished this game is lol.
Right off the bat, the presentation was amazing. Nothing else I can say there. Props to your voice actor as well. The concept is also great and pretty simple to understand. Love how your bullets get more powerful the more that they loop.
However, I feel like the perspective you guys went with effects readability quite a lot. It's a little hard to tell where exactly bullets are travelling because of this. I lost count of the number of times where it really felt like bullets should've hit the genie or the worms and they didn't. It's probably just a skill issue, but I think it's worth mentioning.
I do like how even the boss's bullets clear the screen as well. Felt pretty well balanced because of that
All in all, I'd say you guys made something really good here. Kudos to the entire team
Gonna be playing this one for a while.
Looks and sounds great while also being pretty simple in the best ways.
I wish I could give you more feedback, but any problems I had were solved by just playing the game and understanding it more tbh
I suppose the only piece of feedback I have is that I kinda wished the background moved a little faster. Also the randomness of the game could be fine tuned a little more
Either way though, you've made a damn solid game here. Wonderful job on this
This game is begging for a mobile port
Either way, good stuff here. Great presentation overall which remained instantly readable and unobtrusive even at high speeds. The track also looked great and was a joy to drive through.
I do kinda wish the game had an ending though ( I played for a bit and it didn't seem to have one ). Still, the sense of speed was great and it was fun to make large chains. That said, the game also lagged for me quite a bit. Any chance you could provide a downloadable build after the jam ?
Part of me also wished that you could right click to course correct yourself, but I think the current setup is actually pretty cool since it basically requires you to really master your turns
All in all, I'd say this was a pretty cool and fun entry

Couldn't get a proper screenshot in fullscreen, so I thought I'd take this atleast
Either way, this is pretty cool for your first game jam. It's definitely a lot better than my first few game jam games lol. There were a few major issues I had with the game though
The player sprite really needed more animations, or atleast more noticabley different animations. The jump animation especially could've been a little different. It kinda made it hard to platform sometimes since it was a little too similar. As someone who can barely draw themselves, I get that art can be hard, especially in the constraints of a jam. You could animate the player through other ways such as squashing or stretching the sprite.
Also I'm not sure if this is a bug, but if you hold jump you basically continuously in place, or kinda do a quick jump off any ledge that's close enough. ( Could honestly be it's own feature with a little more polish though lol )
There were a number of times where the player was basically rendered behind the sprite next to them, like the treasure chests on the first floor, and some parts of the clock.
I also think the platforming section with the gears was actually pretty interesting, but it felt slightly janky with how you were supposed to climb them so to speak. Nothing necessarily wrong with it, but maybe it could've used a little more polish.
All in all, I'd say this was pretty cool for your first jam. Good going :)
I'm someone who doesn't usually like narrative-only games, but I have to say that your game was pretty damn great. Loved all the little details that were placed everywhere, like the photo of the old lady's family back when she was working. It was a simple story, but the way you guys told it was wonderful.
The presentation of this game is phenomenal, both visual and audio wise. There's not much else I can say tbh. The pixel art was great, and the art for the grandma knitting was amazing. I also love how well both managed to fit together. It led to an aesthetic where both really complement one another.
I'm a little torn on the actual gameplay though. I think it being this simple was fine since the main aim of the game was the narrative, but the actual knitting coming down to being trial and error got a little repetitive. Especially since it felt like some patterns were repeated. Something I also felt was a slight missed oppurtunity was not tying the knitting to the memories more. There was the horse pattern, but it didn't feel like there were other patterns that really reflected those memories.
( If there were and I just didn't notice them, then I apologise. I'm stupid )
On that note though, from a storytelling perspective, I do love how one of the patterns the grandma saw right before she collapsed was the horse. It was a cool way of showing that she still remembered her dreams so to speak. ( If that was what you were going for anyway ..... )
Also, I just now realised that the grandma was in the Peter Griffin pose lol. I thought it looked familiar when I saw it but couldn't tell what it was.

Took me a few tries, but I have to say that I really love this game lol.
At first, I was actually a little sad because while I thought the idea was cool, I didn't really have much of a reason to move the ends of the web for a while. Then I played more and realised that hearts could only be collected while moving on the web.
On one hand, I think this is a great idea to incentivise moving the web ends more and to really incentivise moving along them. However, it doesn't really make sense why you wouldn't be able to just collect the hearts by trying to jump through them. Basically I like some of the ideas behind this, but I think this isn't as intuitive as it could've been.
I think the visuals are fantastic and the pixel art is great. That said, I also think the fact that everything in the game effectively has the same colour pallete ( or more specifically, everything has the same combination of colours ) effects readability massively. Over time, all of the projectiles and insects an even the player character just started to blend together at points. This was especially detrimental since the projectiles are almost the same size as the mosquitos.
This also kinda made jumping at insects a little more harder than it really had to be. That said, I do love how you can attack insects this way, and being able to actually screenwarp also opens a lot of options for jumping either towards your web or the insects. Definitely helps in the case of the butterflies ( or maybe they're moths lol ? Not sure ).
I do think the game gets a little too chaotic as it goes on. Having 10 butterflies firing at once feels a little too unfair, even with screenwarping.
All in all, I think this was actually a pretty damn interesting and well done arcade game. Great stuff here
I think I killed the game with kindness in the end
Pretty cool and wholesome concept. I love how each thing you had to hug had it's own obstacle course so to speak
The art looked amazing. I'm honestly amazed how you guys were able to handdraw all of this.
That said, while I love how you guys created a realistic shadow effect for everything in the game, I think the long shadows were a little detrimental to the game. I say this because it was almost impossible sometimes to tell the actual position of things in the game. Shorter shadows or maybe even a slightly different camera angle probably could've helped
All that said though, this was a charming little game. Good stuff

My actual score is 4:50-ish, but I did another loop thinking it was supposed to be the 7th when this came up lol. Apparently this became my new time
Either way, cool little game y'all made here. Right off the bat, the presentation is amazing. Love how readable everything was as well even as the track got more chaotic. Audio as a whole was also pretty charming.
I'm a little torn on the controls though. The ship only began to feel good to control for me personally only after a few speed upgrades. I'm not sure if it was because I was using a mouse, but it felt like the actual handling could've used a little tuning ( Or maybe just a skill issue lol ). Also had a bug where the blue ship either disappeared, or it was jittering all over the place.
I also feel like the speed boost after crashing probably would've been better as a primary mechanic tbh, though I do think the progression of both the player and the track itself was paced pretty well over all.
All in all, I'd say you guys made a very solid game over all. Great stuff here
Furthest I was able to get was the 4th room in loop 3. Those lines of tiny guys are pretty deadly lol. Putting shields on the normal enemies is diabolical, but also a great choice, ngl
Presentation was great overall. Visuals and audio were both wonderful. Loved how clear and readable things were in general. Especially loved the little health bars around the enemies.
Part of me wishes that there was some sort of aiming reticle or just something to help aim. That said, a lot of the fun of the game was me trying to figure out how aiming actually worked, so maybe it's for the best that the current system is the way it is.
One thing I'm not really a fan of though is the game's camera system. If anything, getting attacked offscreen was one of the main reasons why I died sometimes.
Still, all in all I'd say you still made a great game here. Great job overall

Funny enough, this happened to me while I was rendering the video for my game's cover gif
Anyway, as much as I would like to give you guys feedback on this game, there genuinely isn't much that I can say. This game is peak. The idea and how you guys have executed it is genuinely genius. All I can say is that I wish I was this smart lol
About the only piece of feedback I have is that it's pretty easy to break most of the puzzles if that makes sense. There were many times where I just didn't use the yellow blocks at all and instead erased the target empty spaces. I also think it's hilarious how you can just duplicate the final blue block lol. Gives me major baba is you vibes
On that note, if you guys don't make a bigger baba-is-you puzzle game out of this ( and I kinda hope you do ), this would make a good im-sim tbh.
I really don't know what else to say. Extremely solid game

Definitely going to be coming back to this one. Loved the overall presentation here. Felt like it had the right amount of simplicity
The overall game loop was great. Also loved the variety in powerups and dangers. Having a rocket propelled penguin coming at me while also being chased by santa and a bunch of chickens was hilarious.
All that said though, I think the way the game handles upgrades could be better. Most if not all of my deaths so far were because I instantly died right after getting an upgrade since an enemy was right next to me. In a way it's my fault for ending a cycle next to an enemy, but I still think this issue is worth looking into.
I also think the game gets a little too chaotic for it's own good as it goes on, moreso because it becomes impossible to actually see what's happening sometimes with everything exploding lol. I also kinda wish the bombs had an indicator for their range, but that's a minor nitpick tbh
This is an extremely solid game none the less. Phenomenal job on this
( SPOILERS IN THIS REVIEW )
Another quality game here from y'all.
Let it be the quality of the puzzles themselves, to the visuals, audio etc. Props to Prox as well.
My only issue was that I didn't think the keypad itself was supposed to be part of the overall sequence. Everything else was hinted at pretty well.

This game is the literal definition of the word " charm "
Everything from the gameplay to the graphics ( holy frik the graphics ) to the audio all felt charming as all heck. Basically I love this game's presentation. The mix of 2D and 3D is glorious. Absolutely love the look of the car. It's derpy in the absolute best way possible. Same goes for all of the clowns.
I love how they provided different changes to the gameplay. I almost died laughing when the mime caused the game to go silent lmao.
That said, I do wish that they changed up the gameplay a little more. Maybe there could have been clowns on the track that you're supposed to avoid or purposefully ram with your car. What's here is cool, it just needs a little something more to really take advantage of the game's derpiness
I also think the base handling of the car could've been a little better, but otherwise I'd say this was a very solid entry. Great work on this





















































