Ah yes, I did miss exactly that connection. Played a bit more now, beat the (first?) boss, got the spit power and another 2 hearts. Keen to come back another time and play more :)
Francois van Niekerk
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- Really cool, a lot of polish here! Adorable character and atmosphere
- Appreciate the map :)
- I found the hitboxes on the spikes a bit too big? I found it difficult to teleport through them safely, even when I was being careful
- There were a few places that required me to jump out from under an overhang and midair control to get on top of it. Those weren't so much fun
- The one heart that's blocked by a leaf felt a bit meh, cause I navigated the spikes, only to get there and discover I couldn't get the reward
- The little village was v cute. AFAICT there wasn't anything to do there?
- I couldn't find the power to unfurl the green leaves? Felt like I looked everywhere I could. In the end this became a blocker for me :'(
Nice! Quite a lot here for a jam! Here are things I noticed as I played:
- The movement is very slide-y
- The embedded web view crops out a lot. That's something you can edit with itch's settings
- When enemies are on small platforms they can quickly flip left-right and it looks like they're bugging out
- I think the character has friction with the terrain when moving vertically, so it can make it harder to jump up tall gaps
- I didn't know I could wall jump until later. Did I miss an instruction?
- Once I got the fire power, I couldn't figure out where to use it to progress. I expected it to defrost the frozen tree near the start.
Fun little experience. I got to the end with 1/2 flames and 3/8 crystals in 5:20.51. I would have played more if there was a map or the levels with a bit more distinct so I could find the rest. Don't know if there was a way to attack the enemies, but tanking them also works ;) I didn't hear any audio (noting cause you have a composer on the team?)
- It took me quite a while to figure out the attack went to the mouse - thought it was keyboard-only controls initially
- The platforming could be more polished (coyote time and input buffering)
- There were little things that looked like terminals and messages, but I couldn't figure out how to use them
- It didn't feel great when you try shoot and the orb is in a wall
- Sometimes I can jump up 2 boxes, sometimes not?
- I enjoyed getting a 2nd orb
- I fell into a pit with a down green arrow and couldn't figure out how to escape or continue :'(
There's a lot here, but also feels like you ran out of time:
- Movement feels like it could be polished more
- My health never goes down when hit?
- Some of the initial platforming sections are a bit frustrating
Overall it feels like there's a lot of refinement lacking, but also a lot of promise if you keep working on it :)
Congrats to FireRuin on a 37m16s any% run. Can anyone else do better? https://www.speedrun.com/UBN/runs/yvnjl8om
Thanks for the suggestions! If I'm understanding, I think there are two suggestions here that could be considered separately:
- Enemies don't move/react indefinitely, when the player isn't doing anything.
- There is a more nuanced aiming system where the player is rewarded for careful timing (a la The Pathless).
I like the idea of 2, either what you suggested exactly or something like it. It would add some more skill potential and a higher skill ceiling, but (probably) not generally be needed to beat the game (maybe the bosses need you to do it a bit).
I'm a bit unsure of 1. On one hand I can see how it can make the game more strategic and more thinky, but I'm not sure if that's better. I think maybe part of what works is that each attempt is quite quick and you can try again in an instant. If time fully stopped like that, I wonder if it would slow the game down too much? When we tested things like this, we felt like it made the game too "turn based" and a bit less fun.
But... maybe there's a power that does something like 1? Once per attempt you can freeze time until you act again. It would allow you to insert a breather into a run to figure out your next move. I'll give it some more thought! Thanks for the feedback :)
Fun concept! It was quite tough to get more than a few gems. I tried to decrease my light and run away, but they easily caught me. The movement is very "pac-man" as in you move until you hit a wall. But it's also quite zoomed in, so I don't have much peripheral vision. Maybe it would be a bit easier if the movement was more directly controlled and this applied to enemies too, so they would stop following you and return to a patrol route or something when you turn off your light? Feels like a bit of tweaking could make this much more interesting :)
- Interesting premise, and it feels like there's the core of something compelling here :)
- I would try cut down on the initial text to make it easier to get into it
- It was a bit confusing that I couldn't embark on the missions until I had a non-specific amount of fuel and oxygen. I just had to buy more until I had enough
- I eventually found that I can see the costs in the encyclopedia
- After a few missions, the story is starting to unfold, but I didn't feel like there was much gameplay here, I'm not really making super interesting decisions. Either I have enough resources to go on a trip, or I'm repeating a mission to get enough
- I had to keep scrolling down to get to the options. Would have been nice if the UX was a bit better. There's a lot of clicking between different menus and it felt a bit clunky
- I was a bit disappointed to see that where wasn't more after I got some moonflowers. It felt like it was building to something but there wasn't a big payoff
- Oh I got more moonflowers and then retired. That was unexpected, but it didn't feel super satisfying? I was expecting there to be some unfolding story from that point
- Interesting concept!
- Great aesthetic overall :)
- I didn't realise I needed to memorise the lyrics, so I did really badly my first show. 3/27 I think
- I think it was a bit harsh in judging and it was maybe case sensitive?
- Maybe if you indicated the difficulty of each song, like the number of words?
- I had some sort of bug after the first show. I clicked the little fix button on the side, but it didn't seem to fix everything: the old lyrics stays while picking a new song, and the new song lyrics didn't show up
- I tried to restart, but it seems to have persisted my broken state :'(
- Great atmosphere!
- I was confused if the blue pills applies to the turn I'm doing now, or the one after
- It was unclear when/why you can pass or when you're forced to take (I missed the pass count cause it was far from the button)
- It feels like the decisions are a bit too easy. Generally I take if I can do it without dying, and pass if I can't. I think the one thing that makes blackjack work is that you don't know what you'll get when you hit
- I wonder if you could make it a bit more interesting (decision-wise) if you strung together a few of these games
- I do wonder what the game is trying to say about peer pressure...
- Immediately intuitive and easy to understand
- There's generally a lot of polish, but a little more feedback/juice on the counting and hitting/missing the target would be cool. Think Balatro levels of juice :)
- I didn't visit the shop for first 2 rounds. Was nice to get interest, but I also missed seeing some cool stuff. Maybe make that a forced step or add it to the screen so it isn't behind a click
- I didn't realise how the 50% off coupon worked and that I had to activate it. I thought it was a passive
- I expected reroll to be the opposite: click to lock dice and the others reroll
- I thought rerolls were for each round, not consumables. I would be more keen to use them to try push my luck and boost my score higher
- The bonus cash for overshoot made it a bit too easy. Buying more dice is almost always the right move as they pay off quite quickly. If the bonus cash was limited a bit more it would make the decision more interesting, like get 2x the target to get a flat $2*round bonus
- Wild idea, but what if your next round target was what you got the previous round?
- I stopped after getting to round 15. Had more dice than I can count and it was getting laggy. It was pretty fun up to this point, I had just escaped the curve
- Oversimplifies game dev and makes it seem too easy. Highly insulting /s Honestly the truth is we all wish it was this easy ;)
- Art and polish is really slick!
- Some of the text is a bit small to read in the web view, and it didn't fullscreen properly.
- The devs didn't always reassign themselves properly and I had some sitting idle. I guess a realistic scenario
- When the 5 year column opened up, I had to hold back a tear
- I enjoyed being the one to prototype and then handing it off to a team to produce
- There doesn't seem to be much difficulty/downside. When I got to $1.4M I retired
- Waiting to cash out my $1.4M any day now...
The sequel Jetstream (https://jetstreamgame.com/) is available on desktop and hopefully mobile soon
That's weird! You can email me at francoisvn@clockworkacorn.com. If you have a screenshot just before the crash, pls also describe what you did next to cause the crash. Thanks!
You can email them to me at: francoisvn@clockworkacorn.com. Or you can upload them on our Discord: https://discord.gg/AXHEZBsb5V