This was really pleasant to read :3
Snek
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The visuals were absolutely great and supremely haunting! (Especially the sunflower closeup at the beginning genuinely freaked me out)
Personally I found the ending to be a bit jarring as a comedown from the rest of the presentation and tone of the story. Especially getting no resultion on Violet's status was a bit disappointing, since she was framed as the one character Oliver is accepting of- as she also doesn't presuppose what's best for him- so I'd have loved to see more of her
But I think this is also a prequel to Siren's Call (which I haven't played)? So those constraints might stem from there idk
Overall tho, a really slick, short-and-sweet VN with some good themes about mental illnesses :3
This was a really fun puzzler! The world and environment design are so good, they'll definitely stick in my head for some time hehe
The scaling felt really smooth and intuitive too, good job!
My only gripe was how dark some areas were, with even just slight screen glare I was basically running blindly through a black void lmao
This is really nice!! The scene transitions were really polished and the sound and animations were pleasant too. The base movement felt really smooth and enjoyable as well :3
Some areas could have been more polished, such as breaking through walls even when you're next to them (or explaining that in the first place), or showing how many upgrades you have (the jump and dash ones felt fairly week too tbh). I'd also consider auto-completing the level when you hit the exit since there's no real reason not to? But that's personal preference I guess lmao
The choice to put a timer on the levels and make it so you start at the beginning again when you lose once makes for a fairly frustrating experience initially. But combined with the randomization of rooms and upgrades, this made for a pretty compelling mastery-based gameloop after the first restart!
Overall, I really really enjoyed this~ Great entry! See you at the yuri jam lmao :3
The sense of style in this was really cool. I really like the inclusion of the height counter at the bottom!
Sadly I just didn't know where to go after getting the charge jump upgrade, so I quit the game then. Also, the upgrades could've done with more visual polish than a standard grey cube.
The controls themselves felt a bit floaty at times and I especially found it frustrating that I'd sometimes bounce off of edges and slide off them.
I love sea slugs, this game is adorable.
The different camera angles were really nice, and the world design was outstanding. It really made me feel small!
At some points I did feel like the level design could've been improved, specifically:
- The second and third camera angles made me drop down to the starting area on accident several time because it wasn't that clear where I needed to go
- The blue light after the first drop is so far yet prominent that it seems like I needed to wiggle over to it, when I didn't . Moving the wall closer would've been good I think
But those are very specific points. Overall, I really enjoyed this, and the slug movement itself felt soooo good. This is a really cute and sweet game that deserves more attention this jam :3
This was absolutely delightful. I could feel the love exuding from this lovely little prototype. The mechanics and puzzles were fun, and the unabashed lo-fi production value (esp with the drawings) were what sold me. The still water and default textures are a vibe. Still, I think the movable fork thingy could've been marked to be movable better (maybe with big bro's color)
But yes, I got to the end and felt rewarded, good job :3
The theming is wild and absurd but I'll roll with it!!
The game was quite difficult, I think especially a larger FoV would've helped because I died quite a few times while I was cruising and just ran into enemies and couldn't stop in time.
The presentation, especially with regards to lighting, was very pleasant and the music is a bop!
Overall, quite the challenging game, and the possiblity of killing yourself by shooting is also a bit frustrating, so I would say the gameplay needed some more iteration time, but the package overall is pretty neat!
This game has a fun premise, I like organs.
After a few minutes the need to spin constantly was starting to strain my hand however. Also in terms of game design, this being the only way to attack made the game feel not very deep, and since you have to kill everything anyways, the mechanic of the killed enemy determining which part of your body gains XP is superfluous too.
A fun concept and premise, but the core loop could've used more time!
The different units and animations and sounds were all so so lovely! Especially the reference to a musical scale is an insanely creative take on the theme that I hadn't seen until now.
It was a bit opaque how I acquired new funds and what the differently-colored health bars meant, but apart from that, the game felt lovely and polished. Also, the quit button being "im 2 scared" and just the language of this entire package was funny and adorable :3
This was so fun and cute, I greatly enjoyed the puzzles! They weren't too challenging, but as someone who sucks at both platformers and puzzlers, this was very welcome!
Yes as one other person mentioned, the one jump pad in the piece of the second-to-last level works haha (a bit annoying but that's fine)
If you want to make a platformer again, I'd suggest looking into some practices to make them smoother experiences. Coyote time would've been great here as I felt I dropped way too often when I still should've gotten the jump on the edges.
Overall, a nice little experience that I enjoyed my time with, and I really loved the cyclical nature of the last level leading into the first :3
It took me a few seconds until I understood what was going on but this is truly an insane and rad game concept. The biggest area for improvement is visual presentation imo, because the screen will often have many 0% scales and it made it a bit difficult to get the hang of things due to overwhelming stimuli.
But mechanically I absolutely love this!!