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minibobbo

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TimestampSince previousGameminibobbo's comment
Apr 26 04:01:08 deeperOxygene ♥ 1 I would have liked some additional ways to control the character. Maybe a way to speed up or slow down to make it a little easier to catch the bubbles? Also, I was able to go right through the wall, which stopped my descent. Keep working on the game dev skills! Good effort! I also appreciate the azerty keyboard controls.
Apr 26 04:06:48 5m 40s Deeper & Deeper ♥ 1 Agreed with some of the other comments. It is really hard. I kept at it and got to the third level, but when I hit the goal nothing happened. I think the screen lit up a little more and that was it. I also really enjoyed the sound effects!
Apr 26 04:12:40 5m 52s Abyss of Heart ♥ 2 Nice mood! Combat was a little strange. Twice the enemies just rolled right into me and we both just sat there for awhile unable to hit each other. I liked the graphics and the color changes based on the pickus. Maybe next time make sure to get some backgrounds or something in there to make it a little more visually interesting?
Apr 26 04:17:09 4m 29s Low Pipe ♥ 1 I liked the twin stick shooter feel, only for melee. The layout was simple but it worked well. I liked watching all the crazy blood shooting all around.
Apr 26 14:40:01 10h 22m Doug Deeper ♥ 0 So is there a win condition? The mechanics seem solid, but there are some oddities (you can shoot the inflater through things, sometimes the pixel perfect collisions to funny things, etc) but a nice demo. Unless I'm missing something?
Apr 26 14:45:58 5m 57s Manic Miner ♥ 2 I'm pretty sure this isn't how mining works. Probably more fun though! Nice clean entry. It was fun balancing the frantic digging with the moving back and forth as the air got more scarce and the rocks increased. I ended up at a depth of 353 because I missed the one air pocket and never saw another one.
Apr 26 14:50:57 4m 59s Fish Slapping Simulator 2021 ♥ 1 This was funny. I have no idea how the slapping works (who is doing the slapping? The worm? How does he reach?) but it was a nice balance between avoidance and slapping. I think the hitboxes are off for this kind of precision game. I was eaten by a fish that I swear was a few pixels away from me. Not a huge deal, but I think you could increase the size of the main character, make the main character's hitbot smaller than the graphic, and increase the hitbox of the pickups larger than the graphic to compensate for the smaller player hitbox. Then getting the items is a little easier (which is satisfying) and you can skirt your way past the fish without dying (which is also satisfying) Nice work
Apr 26 15:05:59 15m 02s Deepest Sword ♥ 2 This is a great game! Looks great and the mechanic was a lot of fun. Well, I should clarify, the mechanic was extremely frustrating! But that makes it fun! I think that this game has a pretty steep learning curve. I played for 10 minutes and wasn't able to get past a length of 4. Maybe just for the jam you could give people the ability to skip a section from the teleporter? Just so that way if someone like me gets stuck and can't beat a section they have a way to progress through the game anyway?
Apr 26 15:17:24 11m 25s GRAPPLE the Abyss! ♥ 1 This was sweet! I liked the simple graphics and the mechanics were great. I like how the hook interacts with the different things in different ways. I think that the gravity was a little high and everything moved just a little too fast. It made some parts of the game a little frustrating. I am not sure that I would get much better at this game than I am now because I think I've hit the limits of my reaction time and not skill. I thought about quitting with the two bats but I eventually got through them and I'm glad I did. You are correct that the final boss is very easy. And you included just the right amount of lore... 😄 I got a crash on the controls menu. Here it is. crash.png
Apr 26 15:28:42 11m 18s A Dungeon ♥ 2 I liked this. Graphics were simple but effective. The platforming seemed solid and I didn't slide off things too often or have anything unexpected happen. I do have a couple of suggestions though. I think that it felt a little fast given the small resolution and required memorization rather than platforming skill and reaction. Maybe slowing the game down slightly and making the jump a tad more floaty would help the feel? There were some leaps of faith that I had to take. In particular this one felt jarring because normally I go for the torch but it is impossible to get to. leapoffaith.png Also, making all the deadly stuff purple then suddenly dropping a regular colored spike in there was mean. 😄 Any time you spend the game communicating something (purple = bad) and then suddenly subvert that for no apparent reason you feel betrayed. Also, the camera was super jittery. I loved the camera effects you had going with the lock areas and the selective focusing but it was always just a little off for me. Hope you don't mind the constructive criticism! This is a great entry and I'm hoping that the comments help you take it to the next level! Really they are all small things!
Apr 26 15:39:48 11m 06s Werm - an existential adventure ♥ 2 That was fun. I liked screaming silently. Good for a couple of minutes of play. Simple, clean and to the point. My screen was cut off even in full screen though... It also would have been nice to have a marker showing me where my snake was when it was off the screen because I wandered off once and only got back by pure luck...
Apr 26 15:47:55 8m 07s Johnny Debt ♥ 2 I am no good at these micromanagement and memory type games. I like the concept and the frantic Ponzi schemeing gameplay. It wasn't immediately apparent what I was supposed to be doing. Like the food decrements automatically and I think when it runs out you just lose money to buy more? I thought it was another thing that I was supposed to be managing. I really liked the notifications on the screen that keep track of the people that you owe. Maybe put them on the side of the screen in the direction of the person?
Apr 26 15:52:52 4m 57s grGRIDid ♥ 1 Yeah, the rotation bug is a little frustrating (must be more frustrating for you!) and I was sad because I wanted to complete the game. I'll have to come back later and download it to see if that works. I really like the concept and zooming in and out was very cool. I'm honestly not sure that you are gaining anything by going isometric with this, but the aesthetic is very cool.
Apr 26 15:55:37 2m 45s Infinity Dive ♥ 1 This is a perfect jam game. Does exactly what it is supposed to, simple and polished and super cool. The first time I was confused as to what to do, but after you lose the first time you get it. Then it just gets fun. Mouse only was a good idea. This is very well done!
Apr 26 16:04:26 8m 49s Todd the Caver ♥ 1 The physics were wonky, but I guess that is the point 😄 Well done on the entire presentation. I definitely couldn't get past the intermediate route. I wish that Todd was a little stronger.
Apr 26 16:14:08 9m 42s Goldf ♥ 1 I enjoyed this one quite a bit! The feel was great, the graphics were simple but worked well. The mood was good, which is not normally something I say in a golf game! I agree that there isn't much of a reason to have the player interact with the ball. I like flying around, but maybe make the player body and ball not interact with each other? It led to some weirdness, plus I was always accidentally kicking the nugget into corners which were then difficult to get out of. Nice work!
Apr 26 16:19:02 4m 54s Canyoneer ♥ 1 This was short, sweet and to the point. Simple mechanics that were fun but not overly difficult. This is a great jam game. The controls were a little tricky to figure out at first, but once I figured out that up and down went up and down the rope even when I'm trying to move horizontally it was fine. I like the intro!
Apr 26 16:28:59 9m 57s Upset Crab ♥ 2 This was fun! After a while I didn't bother fighting anything though and was just running through the levels. I would gather up a ton of guys who would then kill each other with their attacks. It is really cool that works though! I like how the spear frog attacks reflect the shots of the other guys! One thing that was a little frustrating was there was no indication of where in the y plane the shots were going to hit. Maybe adding a simple shadow would help? For instance, I was trying to walk between the two worms in one level but I was repeatedly hit by their shots even though I wasn't in line with them.
Apr 26 16:34:46 5m 47s You Are The Helmet! ♥ 1 I also thought I was the skull and not the helmet. Telling me I was the helmet totally ruined my immersion (lol, jk). Quick and funny. There wasn't a lot of strategy or anything that I could tell other than to just run into as many things as possible. Maybe if everything was smaller so I could see a little farther ahead? I was falling too fast to react to anything coming up from below. Those are some squishy orcs!
Apr 26 16:39:25 4m 39s Dating and Boxing ♥ 0 I'm not sure what I just played... I really liked the boxing segments although repeatedly spamming attacks seemed to work well. The change between the visual novel and the boxing matches made me chuckle.
Apr 26 16:48:34 9m 09s Go up, Fall Deeper ♥ 3 Funny little game. I liked the opening dialog and the whole silliness of the situation. I also really appreciated the breaking through the floor to reveal the sublevel. Well done! I did have some problems with the controls though. I felt like I didn't have a lot of control over my character, especially when I was in the air. I would often slide off the non-ice platforms. It just felt a little loose or something. I can't quite describe it.
Apr 26 16:53:47 5m 13s The Life Aquatic ♥ 2 It was fun to discover the unique fish on each run. I'll echo the general comments of the controls being very difficult. I think you could keep the same feel by increasing the acceleration a lot but capping the max speed. I would often find I would miss something and it would take all my oxygen to turn around, go back and get it, and then go back to my original direction. Also, a small thing, but instead of just saying X/10 species on the top you could put a graphic of each of the species you found. Like a little memento of your trip 😄
Apr 26 16:58:48 5m 01s Deep in the Well ♥ 3 Simple and to the point. I think everything is about twice as big as it needs to be, which makes it hard to see what is coming ahead of you. You could also have oriented the playing area vertically. Maybe sped it up as you went farther down instead of just increasing the number of bombs. Overall nice entry and effort!
Apr 26 17:29:25 30m 37s Crash Lander ♥ 2 I really liked this. At first I was thinking that this was going to be simple, but my word it is punishingly hard. The controls are frustrating, but it is definitely my lack of skill because the controls are so tight. I would have liked to maybe have an easy mode with double the fuel just so I could get through the game because I feel like there is a lot of content that I wasn't able to see. I'll be coming back to try to complete it later. Very nicely done!
Apr 26 17:38:17 8m 52s Dynamite Depths ♥ 1 This has some cool ideas in it. A couple simple rules make for some very cool interactions. I think that just from a usability standpoint you could have made the delay before the explosion about half the time. Overall some very nice work.
Apr 26 20:20:41 2h 42m HELLEVATORS ♥ 1 I do really like this! It is a cool puzzle and it was hard to optimize the paths and keep them open when you had different guys all over the place all waiting for different elevators. Graphics were simple, but worked really well. It was clear at a glance what everything was and what it did. the only think is that sometimes the red and pink marks were a little hard to tell apart unless they were next to each other.
Apr 26 20:27:15 6m 34s Lucifer's doom ♥ 2 I like the art and the mood. I thought that the hitboxes were off also and was a little frustrated trying to hit the enemies. Then reading the comments I see that they take two hits, which would have helped to know 😄 Definitely some sort of hit notification would be very useful. Also, the enemy's shots should probably disappear when you kill them. Between the persistent bullets and the slow attack speed it was very difficult to attack anything without taking a hit yourself.
Apr 26 20:30:02 2m 47s Anticlimactic ♥ 0 It was fun to watch for a little while. It would have been nice for some way to interact with the simulation, either by placing food or digging tunnels. I really enjoy seeing simulations like this. Bonus points for the name. 😄
Apr 26 20:40:28 10m 26s Deep Way To Basement ♥ 3 Now that you have made it I see that this is the ideal implementation of this theme. I love everything about this.
Apr 26 20:51:58 11m 30s Feelings Not Yet ♥ 1 I liked the art style! I'm also impressed that you attempted a narrative game in English with it not being your first language. There were some phrases that are a little awkward, but nothing that subtracted from the game or the ability to understand it. Obviously it is short but the art and the simple animations worked well. Nice job!
Apr 26 22:04:08 1h 12m Gemfall ♥ 4 The graphics and the mood are great! I enjoyed the little introduction animation and how you incorporated the title of the game right into the start. I didn't play this on mobile, but I did on Windows. Some feedback and opportunities for improvement: - The hitboxes are a little strange. I think the actual hitbox is low because sometimes the gems I was trying to pick up passed right behind the player graphic and didn't register. Likewise, I hit spikes before my player graphic reached them. - Moving to the press is risky because our fingers are so large. I don't know this for a fact, but I would imagine that my finger would block my character. It might also block the view of the obstacles and pickups. - The controls seemed a little off for me but I'm struggling to figure out why. The character doesn't really move to where the pointer is but follows the motion which to me is unintuitive. - Sometimes the pickups spawn in obstacles that will kill you. - The wings end very suddenly and can end you in an obstacle that kills you. Not trying to be harsh! There is a lot of really good stuff here!
Apr 26 22:50:23 46m 15s Lord Of The Flies ♥ 1 I like these types of jam games that know exactly what they agree attempting to do and just go that thing well. Graphics were simple but worked well. Sounds and music were on point. The gameplay itself was simple but fun and getting upgrades made things interesting. Nice work! I liked the absurd humor throughout.
Apr 26 23:10:22 19m 59s Cecil & Dawson Asylum ♥ 1 Simple puzzles and not too many rooms. It was enough to keep everything in my head at once. A solid jam entry. I like the brick puzzle. I was confused why I could randomly place a brick in the hall but then the reason clicked.
Apr 26 23:42:54 32m 32s Vacuum Kingdom ♥ 1 I was confused at first what I was supposed to do, but after a minute I figured it out and things came together. I did encounter a bug where the trees stopped becoming transparent which made it impossible to deal with the enemies. I like the idea of the game. Keep working at it!
Apr 26 23:48:52 5m 58s Edgar qui court ♥ 3 I liked the transformation that your character went through over the course of the game. The hand drawn graphics had a certain charm to them. Edgar starts so chipper! It was a little frustrating to fall off a cliff midway through the game and then have to start all the way from the beginning again. Maybe a checkpoint system? I understand that is a little counter to the message of the game, but maybe there is a compromise or something?
Apr 27 03:37:32 3h 48m Into The Depths ♥ 1 Simple and fun. It gets pretty frantic as you go faster and faster but it always played smooth and the chill music actually makes the experience a low stress one. The powerups were varied and cool and everything worked well. I like the store option and getting better for the next runs.
Apr 27 03:48:50 11m 18s Deep Cover ♥ 1 This did take some time to figure out the rules and how the different systems interacted. Maybe there should be some quick animations to help us understand what is happening? I'm thinking something like the attack number and the defense number collide and leave the number of 'damage' you are going to take. Reading the descriptions and trying to understand them might turn some people off. UI was simple and clean and didn't get in the way. The only suggestion there is maybe make the cards you play higher contrast. I know that the monitor I'm playing on is bright and has the colors slightly washed out, but it was very difficult to tell which cards I had already played this turn. Nice job!
Apr 27 04:01:12 12m 22s Dreamer's Depths ♥ 2 Like others have mentioned, the dash jump is super fun. I discovered it by accident in the first level and sued it to skip large sections and thought it was an unexpected interaction of the abilities, but then I was pleasantly surprised to see it becomes a major movement mechanic. Music was fine, graphics work well. I think you need the other half of the walk cycle because when only one leg ends up in front it looks like the character is limping along. The character looks and animates nicely though, in spite of that, so nice job! 😄 I also would have liked to see some checkpoints or something in the game so a game over didn't take me all the way back to the beginning of the game. I actually got stuck at the beginning of the third level where I baaaaarely made the large jump and landed right on the corner. I then slid off the back and lost a heart. I respawned back onto the same place and immediately slid off again. Repeat 3 times and game over. I think you can speed up the crows also. They mostly just require waiting around for them to pass harmlessly over your head. I really liked the movement in this game. I'd be interested to play it if you get a chance to polish it up a little. I get the overall impression that you were about 85 - 90% of the way there and ran out of time.
Apr 27 04:07:34 6m 22s MineWell ♥ 1 Nice polish and a clean presentation. Music was unobtrusive and fitting. I thought that the sound effects would get annoying and repetitive, but they didn't, so nice choices there. I think the addition of the dash mechanic was very cool and gave some much needed variety to the process. I also really liked the strategy of manipulating the enemies movements with your actions to make a safe path. I agree with @sapazu that this would make a nice rhythm game. Like Crypt of the Necrodancer only with mining.
Apr 27 04:12:18 4m 44s Knee Deep in Magma ♥ 1 I was torn on the jumping. On one hand starting the character immediately downward the minute you let go of the jump button felt weird, but then after a couple of jumps I started to appreciate some of the control that it gave me. The running and jumping animation is nice but I would have liked to see more. Something on the springing up? Maybe something when you fall into the lava (magma?)
Apr 27 04:20:32 8m 14s w o r m ♥ 1 The worm moved super smoothly and the trail was great. I really liked how the game zoomed out as I got bigger, and it was a lot of fun to see the rocks that once dwarfed me now small enough to be gobbled. I think you balanced the zoom out with the scale up very well. I think that you can go right around some of the large string of rocks though. Of course, that would really just kill you because you would be in an area with rocks too large to eat, but I think you could do it. Well done. I do wish that it had some sound effects and music. 6 months to practice until the next jam!
Apr 27 04:34:34 14m 02s Deep Dish Delivery ♥ 2 Art and mood was great. I like how it got steadily sketchier as we went down. The final boss was fun, although I wasn't able to win. I thought you were setting me up when you added a button to eat the pizza and I was glad to see it pay off at the end of the game. I ended up not fighting anything. The enemies were trivial to just roll through and avoid and the fighting was difficult. The skeles didn't seem to get knocked back enough and would always hit me with the club even if I hit them first. Very nicely done and the three (four?) hit combo looks great!
Apr 27 20:16:40 15h 42m Treasure Dive ♥ 1 This was a lot of fun. I question the fluid dynamics of this game 😄 Graphics were great for this. I really loved the muted palette with the minimal colors. The animation was simple but really worked. I also thought that the game was challenging but fair. I finished it in a few minutes. The last room was the hardest and probably took over half a dozen tries, but I got there. Nicely done!
Apr 27 20:27:43 11m 03s Lord of Mine ♥ 1 I like the unique RPG mechanics that you added. Or at least, the RPG attacking mechanics 😄 I can see how this would be a lot of fun if there was an exploration option or a way to strengthen the character included in the game.
Apr 27 20:38:31 10m 48s Deep Purple ♥ 1 The puzzles were good and the overall polish was very nice. The character moved around really smoothly and every loss was definitely my fault. I think that is the mark of a good platform puzzler! It is neat that you were able to add some things like secrets in for us to find. Overall very nicely done!
Apr 27 20:42:08 3m 37s Unsigned Hero ♥ 0 Nice work 😄 The collisions and the hitboxes were a little strange sometimes. I wasn't sure when I would be hitting the enemies all the time. Luckily you really don't need to...
Apr 27 21:14:39 32m 31s Abyss. ♥ 1 This was as good as I hoped it would be. I have a soft spot for these kind of slow burning unknown type games. Reminded me a little of Sunless Sea in a very good way. The ending was very cool, although I must admit that I died. I didn't want to try to find my way down there again so I was very glad you made a checkpoint. I really liked the craziness of seeing the things get closer and closer, not really knowing what they were and choosing to shoot them anyway. Nicely done!
Apr 28 03:32:22 6h 17m Debt Collector ♥ 2 Fun and frantic. I really liked the aesthetic of the dollars flying up in the air as you purchase as well as how everything seems to flow together. I'm sure after a couple plays you would come across a close to optimal solution on the buying the different tiers and then it would come down to execution. But then again, I would imagine that in Ludum Dare you have a bunch of game designers who are playing your game with at least a passing interest in game theory!
Apr 28 03:45:26 13m 04s The Deepest Threat ♥ 1 LevelDesign_skinned.png
Apr 28 03:54:59 9m 33s Spaception ♥ 2 Lol nicely done. I feel like this was essentially all the Mass Effect games. Nobody in that universe can be bothered to do anything for themselves either. I died the first time, but the second time just seemed easier. Are the positions randomly generated? Movement was really smooth and fun to play. I had some minor quibbles, like moving around the tables and chairs was hard because the hitboxes were larger than the graphics, but honestly those are very small. Nice entry!
Apr 28 04:03:14 8m 15s Dive & Dig ♥ 2 Nicely executed. I felt like it was a little simple mechanically but the mouse based controls were a nice touch. I also hit a bug where Dig wouldn't dig anymore and I'm not quite sure what caused it, but I was able to steer around the rocks giving me the problem and then it started digging again. The tutorial was good also. Beautiful graphics and aesthetics! Well done.
May 4 03:57:57 143h 54m Deeper than Beyond ♥ 1 I skimmed a couple of the other comments and I agree with them. Overall these types of micomanagement games aren't always up my alley, but this one was fun enough that I got through it. The gyro minigame was entirely too hard and time consuming. I also just completely ignored it. I'm not sure if it was intended that you would win without touching it, but it took longer to solve than there were time between hits, so often I would barely get the gyro stopped and start to maneuver the light when we would take a hit and it would go crazy again. I know you know this, but it could have really benefited from sound. The feeling was intense and sound would have added a lot. It also would have been nice to know what percentage I was at as well as how close I was through some audio or maybe a visual cue? I don't really understand your decision to make us type the commands into the console at the beginning. It took me three attempts to get the instructions because I kept pluralizing the wrong things! Then I didn't use the console again for the whole time. Maybe add something another puzzle in the console? Overall, very nice work. I don't want to sound overly critical because I enjoyed this and it did a lot of things right. Well done!
May 4 04:10:13 12m 16s Journey To The Center Of The World ♥ 2 Overall a fun experience. I liked the music and the funky loop during play. The loop is extremely short, but it didn't get repetitive or annoying, so well done! There were a couple things that I think could improve the experience: - Make sure that you don't spawn obstacles inside of powerups. More than once I hit a rock or a lava field that was mostly obscured behind an icon. - It was mean to have the center of the earth the same color as the lava. Maybe that was a design choice to make it so hard to see, but I was a little frustrated by it. - I don't think there were enough tungsten. I died from heat with completely full hull. - Maybe don't tie the speed to the oil and just speed up over time so it gets harder? Hitting a rock or lava was extremely punishing because you lose all your speed and have to build it back up again. Playing at the very low speed wasn't nearly as interesting as playing at high speeds.
May 4 04:25:19 15m 06s Chuck Yeager's Jet Janitor ♥ 1 This was fun! I enjoyed the music and the mood. The game just felt nice to play. Graphics were simple but I think they were perfectly serviceable. Everything was easy to recognize and played nicely. I wasn't sure about the hitboxes though. They seemed to be large and I swear I was getting hit with missiles before they actually made impact. I also found that I was better off just ignoring the enemies altogether and just flying for the water. The level with the mines around the water was nice because it forced me to use an ability that I was otherwise ignoring. Well done!
May 4 04:35:12 9m 53s HELL deep is your love? ♥ 5 This looks and plays great! I really like the player controls. The jumping at first seemed like it was going to be too small and quick, but I found that I really enjoyed leaping down the blocks. Sound was wonderful. Worked really well I think. Art direction was good too (I read your art write up) and tracking the neutral colored player against the backgrounds worked really well. I had some other comments increase scroll speed, don't restart music on restarting the level, etc) but it looks like you already got them in the post compo version reading through the change log. The thing that bothered me the most was the behavior of the ladders. I died on the first jump a number of times because I jumped to the ladder and held up. That made me grab the ladder and then because I was on the top immediately fall off again. I thought that I just couldn't grab ladders and that it was a really odd choice for a background element 😃 Maybe make the only way that a player can leave a ladder once they are on it is with a jump?
May 4 04:39:02 3m 50s Slicky Finger ♥ 1 I have no idea what I just played. I liked (is that the word I am looking for? Maybe "was disgusted by" in a good way) the graphics and the theme of the game. The sound was funny and the inverse kinematics on the finger worked really well. I just don't think the game itself was that much fun. â˜šī¸ Maybe for two rounds, but it wore out its welcome quickly. Great for a jam game though!
May 4 04:51:37 12m 35s Punch my Dig! ♥ 1 I think that the game needs a little more to it to keep the player engaged. I made it close to the bottom (I think, the light was almost out) when I ran out of energy. I wanted to get to the end but the thought of going through all that again made me stop. Maybe you could speed up the downward punching animation? It is a ton slower than going sideways. I like the idea of it getting darker the lower you go, but I think that this game is really about planning your route and maximizing your energy to get pickups and the darkening level works against that since you can't plan anymore. Music and sound worked. I liked the graphics and the way that the rocks broke away as you hit them.
May 7 20:52:51 88h 01m Into King Rabbit's Mansion ♥ 2 This was nice! I like the idea of the fast paced stealth game and how differently this plays than a normal more slow paced traditional stealth games. The art and music (and overall mood) were very nice. There were a couple things that take away from the whole experience (in my opinion). I was a little confused about what things I could interact with and what things I couldn't. There didn't seem to be any way to tell without walking in front of them and seeing if the prompt appeared. It made planning my route out sometimes difficult. Also, there were long ladders that stretched over the length of the screen. My first run ended when I randomly climbed a ladder with a top I couldn't see and immediately was caught by a rabbit walking up there. At least, that's what I assumed happened. It happened very quickly 😄 I also would have liked the animations of walking up and down ladders, moving between rooms and all that. The fade out and back in was a little jarring especially because it was close to instant but not quite. Overall this was a very nice entry! Well done!
May 7 21:06:00 13m 09s Ziggurat ♥ 1 Nice entry! Fun idea and the platforming was tight! The controls were a little awkward at first but I think I was able to adjust to it by the end. I really liked the mood and the feel of the whole game. One thing that stood out to me in my playthrough was I never really had a good way to tell what was a background element that I would pass through and what was solid that I could touch. I think because the color palette for both was exactly the same. For instance, this I can walk through: z1.png While this I can't. z2.png I also just expected that with this platform the bottom tiles would be solid but I would walk behind the top layer (if that makes sense) z3.png This isn't a problem really, but I did want to mention it because I was always a little unsure throughout my whole playthrough.