I can't wait to put hours into the post jam version!!!
Laxxia
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I KNEW I was getting node buster and SNKRX vibes from this game, this is super fun, wasn't entirely clear at first, maybe because I don't know how to read, but once I got the hang of it I was hooked, played a good amount before I realized I was late for a work meeting. As a fellow solo dev with a 9-5 I love seeing what you're able to make with the limited time. awesome job!!
I really like this concept. I struggled to understand the build mechanic at first, and ran out of time resulting in a weak boy, but I got the hang of it. Being able to trash the shapes felt a bit weird, not sure what exactly felt off there, but the act of dragging them all the way over to trash to fish for a shape that worked, but then you're also running out of time. It's a stressful little loop.
The combat, I wish it was a bit more clear which one was mine? I'm colorblind so its hard to differentiate the colors, and I don't think there was any indicator as to which blobbo was mine to begin with.
All of that aside, this felt really fun, there's something here, and it works well, just some polish and I could see myself putting hours into this
For a 3 day jam limitation, this is really awesome. I love the effects and the feel of launching the bullet. It wasn't clear when i was maxed on power and caused my bullet to insta explode, and I'd also wish the 'next level' button was something that would appear in the center of the screen and be a bit bigger, maybe a tracker for how many attempts it took to beat the level with like a 'par' like golf, but that's all minor enhancement stuff, this was really really fun!
I love love love this game, I will put hours into this kind of game. The art, the music, the mechanics, its all so good, got my 10 win, the only thing I'd say is I wish there was some kind of recap, or ability to review the enemy weapon build in some way, but honestly, thats so minor, this is awesome, what a great job!!!
I really like the puzzle aspects of this game, the movement of the hammer in conjunction with making your player have to be other places is very cool! The art looks really good, and the whole aesthetic works really well. My only critiques would be that it seems like the in game volume sliders don't seem to do anything, and when I ended up dying, it seems like I just sort of lost all control and couldn't restart in anyway. But I really really like the concept and execution, awesome job!!
The more I've been playing my own game, the more I agree with the left mouse click thing, I think it was just a...sense of control I wanted to have over when you were moving the sword, and yeah, I think adding a mouse sensitivity slider would resolve a lot of the issues, I just need to find a good maximum on it, as I think if you turn up the sensitivity *too* much you could cheese the game a bit with how the physics work.
Thank you so much for playing and taking the time to leave a comment!!
I love this game, I didn't realize till late in that I could move in and out and shrink the circle, thats me not being able to read haha. I love the different boss mechanics, The phase shift dodge ability felt like it wasn't clear I wasn't taking damage? I don't have a suggestion of what would need to change for that, but its probably some kinda game feel thing and nothing to do with the mechanic itself. The combat was super fun, the music was great, awesome awesome game!
Love the game, love the look, love the vibes of the mix and matching of weapons. The art and UI elements are super nice looking! For quality of life, if the quest just sets what the battle is going to be, I'd say it would be nice to just have that be a single input, I pick the quest and it takes me on it, felt a little clunky to navigate otherwise. I'd also wish I could see the stats of the blades in more places so I can have better decision making of building a team or smithing, but honestly, this is a dope game, I'll be spending a lot more time playing
I love the bendy physics of the sword, this is a super fun take on this kinda game, and so different from what I was making, I love seeing the different interpretations of the genre! I wish I had some kind of rotation control in the air, and an ability to either turn down or mute the music as I was getting some audio fatigue, but honestly this is a great submission, awesome job!!!
Thank you so much for giving it a play! I saw yours and its on my list as well to give a try!! I agree with your second point 100% a bit more time and it would have been in. Point 1 I was a little mixed on, I was thinking for accesibility it might not be great to hold M1 down, but some other part of me felt like having that 'control' of when you were moving the sword was what I wanted, its certainly something I'll have to revisit in the future and think about, thank you again!
Thank you so much for giving it a play! You made it to the bucket!!! So close to the end. I agree the indicator for the dash was something I wanted to add and just ran out of time, and yeah sensitivity once I ported to webGL got all messed up and my 'fix' for it made it a lot lower for some people and perfect for others, a sensitivity slider is a great idea! Thank you again for the feedback and fighting through the rage <3
That is really good to know for browser differences! Certainly the biggest thing I'm a little upset about in the end. But thank you so much for playing and this feedback def fits with what my thought was. I didn't have time (I was finishing this up at 4am last night before my 8am work meetings) but I agree having some dash indicator and knowing where your mouse is similar to the highlight on the hammer in getting over it are the FIRST things I want to add to this when I can.
Wait this game is so good. I love how unique it is. I don't know how to read so I just messed about for a bit and my mind was blown when I grabbed a UI element and tossed it. I think the feel of tossing the elements could be tuned a bit, but this is a great concept and execution on the theme and the idea you were chasing I LOVE it and the music was indeed a bop.
This game was so cute!! I love the art, I love the almost... feeding frenzy/tasty planet/katamari vibes of the mechanic. Its a fun little take on the You are the weapon theme. I think making the interactable objects pop some how, with an outline, or something would be good, I didn't even notice the worms and snails at first but I got the hang of it. I'd also say I wish there was more feedback when you take damage. But overall this game is awesome!!!
This game rocks. It goes so hard, the game feel is really good, the difficulty scaling is great, I got to score 102, I wish it was a bit more clear what my 'current target' was. I think the overlapping words was good, as a difficulty check, properly making the decision of what words to spell to make others easier to see was an interesting emergent mechanic. I wish I was able to see the health of my wizard, but the simplicty of this game really shines!
I love seeing all the different bennet foddy inspired games being made but all feeling so distinct from eachother. This was super fun, there were a few bugs with the dash, and resetting didn't fix, and caused the camera to get misaligned, but nothing a quick page refresh doesn't solve. Love the art style, the simplicity was really nice and felt clean. Awesome submission!
Everyone else has said it, but the voice only sound effects went really hard, added some good humor to the game. The game feel itself was also really strong, that attack animation was BEEFY, felt good slamming into the enemies. I'd say my only note would be that I wish there was a bit more...platforming? It felt a bit weird to have a pogostick and not really need to jump much, but this game was awesome, super repayable trying to free more humans!
What an amazing concept, so simple, so easy to immediately pick it up and keep playing for awhile. I like the upgrade system to make it like a survivors style. I'd def say I wish I could better visualize enemy movement, the little image that shows when you hover is good, but it can sometimes be hard to tell just how many squares they can move, perhaps highlighting the actual ground of danger squares when you hover the enemy would be a good QOL change? Overall this was an awesome submission!
This game is cute, I really like the feel when you slam the materials together, adding SFX to that would amp it up even more. I saw a lot had to be cut for time, which is unfortunate because I'd have loved to see this expanded further, but I do think what you were able to get done was great! Only critique would be that, well, I didn't get the full theme interpretation of YOU being the weapon, but hey, you still made something really cool!
The simplicity of this game, but the amount of time I spent going again was awesome. I'm really bad at reading tutorials so it took me a minute to fully get it, but I have to say, this is a GREAT concept to flesh out, it gives big "Morphblade" vibes. The 1,2,4 jump and battery mechanic is really great. The movement decisions by the enemies was a bit hard to figure out, and the game def needs game feel juice, some sound effects, some visuals when you destroy and they knock back would be good. Making the knock back more obvious or having it eat their movement that turn might be good, as it was very hard to tell they were getting knocked back at all besides the fact I didnt die when I would push one back, but this is super awesome!
This doom style fps is really cool, I like the look, the 2D art is super stylish, I was having some major performance issues and actually crashed my browser at one point, it felt like maybe the cursor sensitivity was a little lower than I expected with how fast you run, but I know my cursor sensitivity was causing problems when I ported to web in my own submission so I'm not sure if its intended or not. When I wasn't having the performance issues though, this was really really fun! my only real note would be, if there was some jammin music track playing while you're blastin through I think it would be a major step up in game feel!
I absolutely love this possession mechanic and toss. I think it really has a lot of space to play in while feeling like a unique approach to this kind of platforming puzzle game. It being your first game, you killed it, small nitpicks here and there, the play button to launch in gave me some trouble, it took me a few throws off the edge to realize that the mob needed to move to the exit, so maybe making the end location a bit more obvious for the puzzle level. I didn't expect that the sword to fall through the platforms when you 'miss' your target, not even a complaint, just unexpected. Overall you did a great job, this was really fun!
Hey we made similar games just 3D vs 2D!! The platforming feels really good here. If anything the bounce on the extension feels like it adds the bounce later than I'd expect, and some of the pathing got confusing, but I love all the small touches you added like the little sword face and the collectible coins!!
This game is super cute! I like the music and the art alot. I like the tail attack mechanic a lot and the monster's chasing add an interesting external stressor to playing. I'd say that its hard to visually tell if I have tail ammo left, there is a distinction of ammo tail and body pieces, but its still kinda hard. I'd also say adding a quick reset instead of waiting for my doom would be good, so if I bork a jump and lose all momentum, I can just go again. Fun game though! Really like it.