viktor-kovachev 2026-04-21 22:49
It's funny, but it's better to write about arrow controls, as I started using WASD out of habit. I was very surprised by the presence of rolling, which is funny
Foon → Ludum Dare Explorer → LD59 → Kiipu
By zathnic
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 695 | 3.14 | 62 | |
| Fun | 583 | 3.12 | 62 | |
| Innovation | 763 | 2.66 | 61 | |
| Theme | 816 | 2.27 | 61 | |
| Graphics | 722 | 2.82 | 62 | |
| Audio | 502 | 2.92 | 59 | |
| Humor | 488 | 2.59 | 59 | |
| Mood | 714 | 3.02 | 61 |
It's funny, but it's better to write about arrow controls, as I started using WASD out of habit. I was very surprised by the presence of rolling, which is funny
Cool entry but controls are conter intuitive, it's really frustrating. Jumping is on a weird binding and flying goes against bouncing (as you fall when you want to bounce, you have to fight against your brain wanting to use space to jump back / bounce but it makes you glide and kills your move...!). All in all cool entry with cute sounds and character, cool music! But with better controls you could have a pretty good platformer! Add in some coyote time and you got something pretty nice ;)
Very nice game. The mechanic of bouncing to the height of which you fell from is one I want a whole game around. Like the music and sound effects. The fact that you can glide(?) but the game doesn't tell you about it is humorous. Very fun.
@raivk I inverted the jump and glide keys, that should hopefully make the controls more intuitive. Jumping is also on the S key since this is heavily inspired by Nifflas' games, and he always puts jump on S
@zathnic it's quite better! Really liked your game even with the hard controls, you have made a very cool level design! I was absorbed in it for quite a while!
Cute platformer though i got kinda stuck in w2 not knowing where to go
This reminded me a lot of Knytt, which is not a bad thing. I enjoyed it and there was plenty to explore. The platforming was fine for me in the main; I did struggle with the bounce control, but it wasn't too bad. The graphics serve their purpose, and the audio didn't get in the way. Solid entry. Good stuff :8ball:
I think the platformer part was nice and graphics were kinda cute, just a little disjointed with the artstyles. Other than that good job in the 3 days!
Not an easy game, or maybe I just suck at platformers.
Also, not sure if there are multiple paths to take, but I had to figure out the bounce mechanic on my own before I reached the guy explaining it to me which felt a bit weird.
cute game, though the controls are a little weird to get used to. normally in games with wall jumping there's some amount of leeway offered to the player in terms of how closely you can press jump and a direction button (and then there's metroid fusion off in the distance with the wild idea that you press the direction button *first*), but here you definitely have to hit jump first which is a bit tricky when there's spikes directly above you. I'm also not convinced that the bounce mechanic is working as intended, I definitely had scenarios where my bounce height ended up being reduced from what I started with for reasons I didn't understand. I think these sorts of things fall under the "forgiveable" category due to the circumstances though, and I did really enjoy the game!
@Xaklor Huh, that's strange, since I did implement coyote time for walljumps so that you can press the direction button first. Maybe it's too short to be noticeable? But those spike jumps work fine for me when pressing jump and left/right at roughly the same time.
The bounce height being reduced is a bug though, it happens when sliding down a wall rather than jumping off or letting go of it.
When I looked at the picture, I thought it was going to be very bad, but it turned out to be good. I really liked the mechanics of maintaining the height of the jump, just like candy. sticking to walls is convenient
The mechanism that "falling from a height can result in a bounce" is quite interesting. This is a setting from Leap Year, right? I feel that the author is relatively inexperienced in the design of platformers. The difficulty of the later levels got out of control, which made me stop playing. Please keep up the good work!
Such a cute little bird. I think the feel of jumping against the wall is pretty good. Great job!
Adorable artstyle!
I couldn't play because there's no download for Mac.
@cazik21 I added a MacOS version. Never done a Mac export before so I hope this works
Nice platformer. Well done.
Super neat little platformer. The bounce idea is genuinely cool and I kept playing just to get better at moving around, even when the controls fought me a bit. Feels rough in jam ways, but in a good way, would play an expanded version.
Cool game and cute bird!
Great game! The difficulty progression is really well done. I found the key layout a bit unusual at first, since I was expecting WASD controls, but it works. I really like the background, it almost looks like a painting. Good project!
I thought the game was well implemented overall. The character controller felt solid, which is especially important for a platformer. I did find the wall grabbing a bit awkward though. It was surprising to latch onto a wall just by running into it from the ground without jumping.
Jumping off the wall didn’t feel as good as it could have. It’s hard for me to say exactly what’s missing, but wall jumps after sliding down felt a bit awkward compared to other platformers I’ve played.
The bounce after a big fall is a really interesting mechanic, and it feels like something you could lean into more as a core feature right away in world 1 so players engage with it immediately. I wasn’t quite sure how the game connects to the jam’s theme, but there are some strong ideas here that could be pushed further.
An interesting entry :) the bouncing mechanic was a fun addition! The simple graphics had their charm and I enjoyed the atmosphere. Great work!
I loved the graphics and audio. Cute parkour chick.
this game has amazing super meat boy vibes, i love it) I enjoyed about level-design and an interesting idea
Cool platformer, it was interesting to play
A simple but really pleasant platformer. No complex mechanics, but everything it does have works perfectly-tight and never overloaded. The most obvious thing is that the art could use a bit of polish; otherwise it’s a brisk, fun playthrough.
A slightly tricky platformer with simple mechanics. I love the sound design and music
A solid platformer. The movement was good and the bouncing was an interesting feature. I gave up in the gliding part in world 2. That level is a massive difficulty spike.
Cool little platformer! A bit tedious sometimes but I'm just bad a these haha, loved the cute bird sound effects and the mood was nice :)
Bird: adorable
Music: Super chill
Bounce Mechanic: Really Neat
Game Overall: Excellent
On those notes, though, I had some pain points. There's a lot of text here, but it's mostly nitpicks and things I think could be smoothed over with polish.
I struggled with the control of the game, and some design decisions. I made it to the part in world 3 where you have the anti-gravity-space tiles, but could not figure out how to get extra height to make it around the set of spikes. Like when you have the U shape of those tiles, and need to progress left past them? That part. It would have been nice if there was some way to introduce to the player the way you're supposed to get extra height out of those tiles. I could never make it over the spike wall. If you want to let me know what I'm supposed to do there, I'll finish the game up.
Also, I feel that some of the checkpoints are arbitrarily mean. 2 of them don't have ground you stand on, making respawns feel like they sometimes just waste your time. Some of them, like the one after you learn to glide, seem arbitrarily too far away. I do get that late deaths before checkpoints are supposed to send you back, but sometimes it just feels less like you're doing a series of tricks, and more like you're having to wait around for a minute before you can try that tough jump again. You have a bunch of ceiling and wall spikes that aren't exactly the obstacle you're supposed to get around, but can randomly kill you anyways, which was a bit rough.
I'm terrible with controls, so I tend to hold buttons down. If you hold down the glide button, and stick to a wall, even if you press up, you still slide down. This was super frustrating. I know in the game it says Down also glides, but in the version I played, my down key did not. So I get if I was pressing down, that it would make far more sense. But holding glide (a thing made to keep you upwards) then coming in contact with a wall while holding up (something also designed to gain you height) but plummeting to your death in some spikes was definitely unexpected.
Also, this feels like it is not meant for keyboard. How touchy the left-right movement is while bouncing makes hitting a small area very tough, which you required multiple times. And it's like, tough because it's possible to get into situations where I cannot possibly tap left for few enough frames that I can adjust to make it to where I need to be. Maybe this wouldn't be nearly as much of an issue on a controller, but there were many times I felt like I tapped the control and launched myself in a direction.
Then, there were some rough screen transitions. There were spikes waaaayyyy too close to where you enter a new screen for my liking. Arbitrary deaths cause you have no time to react were tough. Also, in the case where you're floating in the wind, having to swap between the top of the screen to the bottom, while mid flight, also caused similar problems.
But, these are all things that don't really take away much from the overall game. I really like what you had and the ideas you put into place. Also, the bird hanging on the wall, best drawn thing in the world. Despite the criticisms, I really did enjoy this game a lot. Nice work!
Great mood! I loved Knytt Stories and this has similar vibes. Jump puzzles were on the difficult side, but I liked how there was a progression through skills. I liked the cute pixelart on character and the painted backgrounds were nice.
The ground could maybe have used a little more texture, but I get it that you did this alone and there's only so much time so it's good you used it to make content.
Good job!
This is a charming game! But also a bit hard. It took me some time to understand the bouncing mechanic. Maybe a simpler area to learn that mechanic might have been better.
You really put these levels together well, did enjoy exploring them. Some indication of the direction of the start and maybe a mroe forgiving respawn mechanic would have been good QoL features, but the gameplay itself was solid and I never felt my deaths/falls were unfair.
The drawing style is very cute and the colors are quite dreamy. The setting is interesting, but the game also has some difficulty that requires more exploration.
This is a pretty interesting little precision platformer! Not something I see in jams too often. I like the way you've placed the levels in a little "world" you explore, and the emergent mechanics that don't get taught all at once are neat too. From the start, that design approach was reminding me a lot of the game Leap Year, and when I learned about the bouncing mechanic it _really_ reminded me of Leap Year. Were you inspired at all by that game? It's excellent and similar in a lot of ways to your own.
I like the mechanics, and especially the way the levels are often just as much puzzles as execution challenges, but I think the platforming gameplay itself could do with some improvements. For one, the bindings are pretty weird (I've never seen S for jump in my life) but you can get used to it. Mainly the mechanics just didn't feel quite right. Wall jumping doesn't feel as tight as it should, and being unable to sit still on a wall makes precise levels a lot harder. Everything is just a bit too loose, if that makes sense - I kept fumbling with buttons after a jump or glide and slipping off a wall, which doesn't feel the best.
The level design also frequently requires awkward jumps around corners that don't feel very intentionally designed, and long stretches of these without checkpoints can get a bit frustrating. I feel that you could maybe have gone a bit further with the exploration aspect. Right now you mostly just move from room to room, but a bit more freedom could be fun! Just a suggestion. I should also mention the music - I like the ambient, floaty nature of it, it fits the gameplay well, though you could maybe have a little less silence in between.
Overall, really unique entry! I enjoyed getting some more challenging platforming in a jam game.
I'm not really into platformers because my hands are clumsy. But this game has some really cool mechanics like wall sticking and bounsing, for example! I had to redo some parts 10 times, and I didn't manage to finish a single world completely. Still, the important thing is that I had fun replaying and running after the butterfly. excellent work for only couples days
How can it so hard and so cute in same time :D really enchanting
Its boshy time! For me it was really hard. I try to finish the game later
this game has amazing super meat boy vibes, i love it I enjoyed about level-design and an interesting idea