I beat it! I really liked how the environment changed to be more beautiful as you unlocked items! Was a really cool way to showcase where to go as well (even if the game felt a little too linear ;) ) Final boss fight was cool as well. Definitely felt hollow knight and souls inspired. I wish the abilities were a bit more interesting but you can't go wrong with a double jump and a dash! But overall, good job!
SheerAweso
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Woah this is super cool. Gives me a lot of minecraft parkour nostalgia, and the movement is a lot of fun. That post room secret is HARD but I got so close. I might come back to it. My only gripe is that I wish it was longer, with more abilities! A parkour metroidvania as a full game is actually a super cool idea, I feel like you could do a lot with that.
I really liked your game, I beat it!The concept is really cool for a metroidvania, It's super cool how you were able to fit so many clever puzzles into like 8 rooms lol. A lot of the puzzles were very neat, and I really liked the concept of the star orb. But it kept glitching out which was a bit annoying! The web was bit janky to work with too, but I liked the concept! And in one of the rooms one of the swinging boxes kept glitching into the wall. And the last room was cool, but I thought the tongue attack was super annoying. like I could be so close to beating it then suddenly I have to reset if it takes one of the harder boxes. But, I guess that's the point. But I thought it was really cool how you incorporated (almost) all the mechanics into the boss fight. I wish you had to use the magnet more. But overall, my favorite game so far! Seeing such a cool mechanic implemented in Godot is inspiring!
I beat it! I thought the game was really cool. the music matches the vibe pretty well, and the environment is really intriguing, I wish I knew more about it! The worm ability was cool, and I thought the level design around it once you get it was pretty cool. Wish you got to use it more later though! I also wish there was a boss of some sort at the end. Would have been a pretty cool moment! Though I do like the ending. The map is so big for a jam, good job!
Also, is there a point in collecting the green orbs?
Some nitpicks:
-Movement feels a little stiff. I feel like if the controls were a lot tighter, I'd have a lot more fun moving around the world. I think turning down the acceleration when you change directions would help
-what's the point of health if almost everything instakills you?
-I wish you could look down! especially if spikes one shot you.
-The Mushrooms should stand out from the background more! I didn't realize they were usable the first time I encountered them.
-I feel like the Heart(?) boss should have indicators for the falling stalagmites
as an avid Mooncat enjoyer I love the concept of cool control schemes, so I was ready to really like this one! However, these controls feel like an extreme version of mooncat, to the point where it can be super frustrating to do anything. There were often times where I thought I input the right input, but got a different result. Could be a skill issue on my part, but it was very frequent, even happening when I thought I had the controls figured out. Plus with the controls, the enemies feel very punishing. I feel like the game is hard enough as is to get used to the controls.
But overall, its a really cool interpretation of the theme, and the artstyle is really neat for being so simple!
I really really liked the artstyle and aesthetic of the game! I also found the clarity mechanic pretty cool, and the level design surrounding it was neat! Although, I wish the clarity recharged faster, as I was wanting to use it so much to find secrets, so I constantly had to wait around to get my meter back
One thing I noticed was that the combat felt a little janky. The hitboxes of your attacks and the first enemies you encounter felt very unclear, and the sfx felt a bit jarring. And I was a little confused using the clarity mechanic during combat, I wasn't sure if I was doing it correctly.
But overall, super cool game!
As a metalhead, this is tight. Really well done on the music, definite Slayer and Testament vibes I feel! I'm trying to get a lot better at guitar so I can start incorporating riffs like this into the music I make for games as well!
Love the boss design too. I wish he had more attack patterns! Would've made for a super cool finale. Good work!
I really really enjoyed this one! The tutorial is slick, and the graphics are simple but very appealing! Normal was the perfect difficulty for me, finally outsmarting that goddamn cat was so rewarding lmaooo. And the vents, traps, and cockroaches are a nice touch. Keeps the gameplay feeling fresh, and allows for some smart outmaneuvers.
I guess my only suggestion would be to run your sound effects through an EQ. My ears are pretty sensitive, so I had had to turn it down.
Really great work though! And our game has a funny cockroach too!
the idea is very cool, good idea! Though, I wish there was audio!
Maybe there should be an indicator when the dough is in the bowl, cause I didn't realize it was in there a few times! And maybe you should be able to queue up more tasks in the process while other things are happening? Its a bit disappointing that all you can do while the microwave is running, is respond to orders.
Cool game, though!
Really liked the thumbnail art for this game, so I'm happy I finally got around to playing it! I really liked this game! The concept is fun, and the audio and visual effects when charging and boost are super unique!
I have a few suggestions though!
-Though sometimes I felt the controls were unresponsive, sometimes pressed "W", but I didn't go. Maybe I didn't wait long enough? Maybe in that case, if you press "W" early, you should have a shorter boost?
-I reaallly didn't like how you completely stopped when you hit a wall. maybe colliding should just slow you down and/or throw off with direction you're headed?
-Sorta similarly, when you run out of boost, I feel like some deceleration, instead of completely stopping, could go a long way. As of right down it feels a bit abrupt, so some tweaking might go a long way!
But overall, really fun concept!
The vibes are definitely immaculate, love the visual style and music. Slot machine rougelike is a fun concept, and some of the ideas for new abilities are pretty interesting, like the +1 reel I got!
Had some thoughts tho. For one, it really felt like I was losing a lot more money than I should've been. And honestly, I really didn't feel like I was winning, like at all. Guess thats like real life tho haha
Maybe the player shouldn't be able to bet super low?
The UI feels a bit of an afterthought, which is a shame, cause otherwise the game looks super good. The text often bleeds out of the text box, and the font doesn't feel like it fits?
And sometimes it's not super clear to the player what the rewards of the pull actually mean, you feel me?
Still a really neat game though!
Hey I like the music! I think the premise is really neat, dodging asteroids.
-Took me a second to figure out the controls honestly, you reaaaally gotta move your mouse to turn. Game seems really really hard to master, but that might be a good thing!
-The enemies are kind of hard to spot, I only knew they were there cause they were shooting at me. Maybe make them bigger, and/or give them a more stand out color?
-Sometimes when I thought I was near-missing the asteroids, it felt like it wasn't registering. Maybe expand its radius a bit? Tho not sure on that one, cause the near-misses I did register were incredibly satisfying.
-Oh and maybe there should be an arrow directing you back to the play area if you leave it? Sometimes when I got dis-orientated it was hard to navigate back.
-Also, maybe there could be cooler rewards for risking? I feel like new weapons would be fun
Overall, I really liked the concept of the game!



