Isochronism by FireSlash 2020-04-22T01:28:49Z
I am too stupid to get to the ending and I don't want to do the whole thing all over again please post lets play
Foon → Ludum Dare Explorer → Users → 730
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | ๐ฅ | STAR STRUGGLE | jam | 576 | 3.64 | 3.35 | 3.33 | 3.90 | 4.28 | 3.88 | 3.34 | |
| 2021 | 48 | Deeper and deeper | ๐ฅ | GUNHOOK | jam | 2.92 | 2.92 | 2.42 | 1.71 | 3.42 | 3.21 | 2.64 | ||
| 2020 | 47 | Stuck in a loop | ๐ฅ | GLASS CLEANER 2077 | jam | 493 | 3.71 | 3.11 | 3.13 | 3.38 | 4.11 | 4.03 | 4.40 | |
| 2020 | 46 | Keep it alive | ๐ฅ | Yandere Emulator | jam | 483 | 3.82 | 3.64 | 3.33 | 3.53 | 3.54 | 3.70 | 3.02 | 4.28 |
I am too stupid to get to the ending and I don't want to do the whole thing all over again please post lets play
Man this is amazing, please give some ratings so you can end up with a score because it would be sad if this went unrecognized. Edit: just found this game https://ldjam.com/events/ludum-dare/46/plantasia, oddly similar.
Very nice and relaxing, though there's not that much of a point but it's hypnotic anyways. Oddly similar to this https://ldjam.com/events/ludum-dare/46/a-day-in-granple-bees-garden , wonder if the 2 devs had anything to do with each other.
Incredible, the game is actually FUN, and also starts getting pretty damn difficult halfways (it got better once I realized/remembered I didn't have to keep holding right click for the entire duration of the level), in addition to having a shit ton of levels which I didn't expect at all. The final "levels" are also very nice for stress relief and seeing how far the input scheme can go. Normally I would've probably dropped a LD game where I had this much difficulty playing (the difficulty isn't a bad thing, I think), but it hooked me very well. There's even all sorts of tutorials and menu/score screens and rolling credits, I can't believe it.
Amazing ambience/enviroment, the attention paid to all the sounds is phenomenal, and the kitchen also looks great, almost comfy in a strange way, with very nice graphics as well. As a game it's kind of odd, manipulating items is kinda clunky and there's a lot of small places you have to click, making it harder, but what is there is nonetheless polished very well. The diary also looks very nice and it's good that it has the controls on it.
Nice graphics, the CRT filter makes it stand out even better than it otherwise would. I could only get the eviction and dad death endings, not sure if there are any more. This game could really use with faster walking speed, it is almost a hurdle getting to the necessary dialogues simply because everything is too far apart for the speed you walk at (might be exaggerating due to my peanut attention span, still). Dialogue requires quite some more polish, at least in English (I don't know Portuguese, though good job on being able to write the game for 2 different languages in this timespan).
10/10 made me more tense than fixing bugs 10 minutes before upload time Seriously basically no flaws (since it's also really small) and the arm movements and transitions are incredible, especially considering you made it in that weird virtual experimental computer, it must've been hell to get them to work that well. Only complaint I would have is the difficulty, I'd maybe add 1 or 2 more lives, and/or reduce the timer, though I did manage to beat it.
Very nice art, monster design, and lots of cool varied sounds, music goes well too. But the gameplay itself is very confusing, I didn't get to upgrade anything, and there's also nothing indicating I'm in danger of the monster dying or something like that.
I'm too bad at this to finish it, only got 2 spirits right in a row. Very nice graphics and effects (like the wavy thing in the middle, and the lights on the walls). Nice music as well, I like the shakuhachi. Could use some additional SFX.
I would like to try this even with the most basic of AI or even static enemies, I don't think I'd be able to convince 3 whole friends to use Parsec or Steam Remote Play for a LD game.
The logic of this game is really hard to grasp. I actually doubt whether it was implemented correctly, but if it was then it's lacking any sort of coherent explanation. Moreover, it doesn't seem like the game really cares about the amount of red dots you feed the monster, thus not giving you any fail states for you to stumble against which would force you to understand the game... it just goes on to the next "Stage" no matter what. Even if explaining it through text is too much, you should've added "tutorial" levels and introduced the mechanics gradually. There should've been prebuilt networks with fixed nodes/connections which you had to complete, so you could observe how an erroneous network fails, then just had to add your own little tweaks to make it work. Only THEN, after you've grasped those mechanics, should it let you start with an empty field. Anyways, I sort of get what you were going for, and it might work if only it were properly conveyed, slowly enough, and without rushing through levels which the player hasn't solved through their understanding of the game but out of sheer luck.
Kind of doesn't make much sense at all (even though I think I get all the things it's talking about) but I commend the fact it's made for Dreamcast, which I guess it's your thing you do (I spent a whole 30 minutes or more trying to get an emulator to work so I could play it, also turns out the DC main menu is real cool). I imagine you have a framework or engine of sorts for it.
The intro was pretty funny. Game was confusing at first but I managed to save the cow, unplugged the speaker (don't know if the tentacles cause anything bad, also the unplugging persists across playthroughs), saved the child (or rather just put it in the cage) and saved the bamboo guy. Don't know if there was anything else. Since the gameplay just consists of walking around and clunkily moving things around it's not that fun; keeping the humorous vibe from the intro would've been good.
Perfect art, fun simple mechanic. Reminds me why I don't play FPS, but I did manage to win and get Polar Bear score on my first (and only) try. I think default pointer speed is too high, or maybe something else is weird with the reticle, though at least theres an option for it (pretty nice menu for a jam game). Some parts are pretty funny too. One thing though, the description for the polar bear thing is in pretty broken English, while the intro seemed just alright.
Not gonna talk about gameplay since obviously you didn't get to do that, but great graphics and the cinematic stuff and camera changes are very cool too. I would definitely like to know the full story for this, especially since I'm a turbo weeb, though my knowledge of buddhism is very thin. I'd say to really get to the PSX aesthetic it needed some more stuff, but understandably that must be very hard to do in 3 days, especially in Godot where there aren't any pre-existent fancy PSX graphics plugins and such. I think it could've used some more models and stuff lying around (maybe more floating islands?), it was quite empty, though enough to be presentable.
Good art, it looks really disgusting (in a good way). The game itself gets stale rather fast, there's not much to do and there's no scoring or anything. The voice acting is a nice touch, especially with the filter.
The gameplay is kind of confusing, there are way too many enemies, and there's no audio feedback for doing anything (other than the sound of the gun). This means there should be sounds for hitting enemies, for the chainsaw, for the beast (and especially its chomping), walking sounds, yelling from the enemies, etc. The main mechanic is kind of cool but I don't think it was used that well in the end. Like mentioned above, performance is quite poor, and I have a 1060 GTX and 16GB of RAM. You also don't really die when you "die."
@leorid Mind you I've never implemented this or even worked seriously with 3D, but it sounds like you might be lacking this http://gameprogrammingpatterns.com/flyweight.html I would be really surprised if there wasn't an existing terrain/vegetation generator or such for Unity that used this pattern.
As for the mechanic of the game, I didn't go that far so maybe I missed some things, but it feels like it's just a game where you shoot a bunch of guys, whose bodies you can coincidentally feed to the monster, and I don't feel any urge to do that besides from the fact that it's kinda funny (and the red thing that says you need to feed it, I guess). Basically, I don't feel a sense of purpose. Like there should be additional interactions instead of just the monster moving forwards and the enemies coming to attack you. The monster could be helping attack enemies while you defend a base which they are coming to destroy, and the enemies try to defeat the monster so they can get through, and then you feed it to recover its health so you can keep your base protected, something like that.
Interesting philosophy/metaphysics. The graphics, or maybe the interactions between them, are a bit rough, though you can still see a lot of effort in them since the art is pretty good in its inherent quality, and the character portraits in particular are surprisingly good, and each NPC (more or less) has one, which is pretty amazing. The puzzle mechanics make it fairly entertaining, though story-wise they aren't really all that coherent. Not sure if this is a bug but you can only inspect/throw the last item in the inventory within the circle, that is kinda confusing. The text shouldn't get bigger depending on the amount of lines, and the lack of contrast with its white font makes it hard to read at times. A hard brown color would make it look nice I believe. Music doesn't loop, and there should be some more SFX, like step sounds at least. Surprising scale for a jam game, lots of interactions and stuff all around. I only managed to get 3 evidence items.
This game is very confusing and there are too many controls, the UI is also very cluttered and takes way too much space. I did play enough to get used to some of the controls and realize the first person camera was actually better than the other one. Good job on adding such mobility to the helicopter, the acceleration thing it's got going on when you lean forwards/backwards is pretty interesting. The shooting also looks nice, though there's not much feedback when you destroy something or when you don't, or even when you hit it.
Graphics are very good, and the music is nice as well, though the game itself seems like just an excuse for some story you wanted to tell. The combat controls are very frustrating. The dialogue not being able to be "clicked through" also makes it pretty irritating. The English also has several typos and other awkward mistakes.
nice devil daggers ripoff
Just kidding, this is amazing, though it's hard af and I can't get very far, I'm not the best at aiming at things. The aesthetic is great and the sound design is almost just right. It's also juiced very well and crunchily. I hadn't read the description for the cooldown mechanic and it took me a while to realize why I was dying, only realized just now that the description was in fact in this page but not on itch. I only got up to a few seconds after spawning the second type of enemy, but I imagine there must be a couple more. I'm not good enough to get far enough without hours of practice. Congratulations on making such a solid game in such a short time.
Graphics are pretty nice. The main mechanic is interesting, though it might be lacking some balancing. I found no way to get keys, and I don't see what else you can do after you clear the 3 or 4 rooms that have enemies. The walk speed is infuriatingly slow, though it might understandably be due to the coin mechanic, so it can make you nervous as your meter goes down. Then again, you could make the walking faster along with the meter.
Hype Dream really makes you feel like stressed out ludum dare developer. Seriously though very nice graphics and aesthetic, which would be comfy were it not for what kind of simulation it is being used for. Once you get used to the controls it's kinda entertaining, multitasking stuff all the time. I'd say it's lacking entertainment or more robust rewards for getting good hype.
Also no idea why it had to be gondolas but that's pretty funny. In fact many of the details are at least somewhat funny, good job with all of those.
Was pretty spooked at the beginning not understanding how anything worked but I got over it once I grasped the mechanics. Even then, too hard/complicated for me, I couldn't even get 1 hit on the egg, I just can't think spatially like the game requires you to (and also, the randomness of the monster's movements makes it even harder, though I suppose that's why it gets attracted to doors opening/closing). Very good job however. Good graphics, interesting and varied mechanics; I was surprised at the monster jumping at your active camera. Just wish it was easier.
Very nice art, nice animations and effects, and the shot is cute. Gameplay is a bit dull, and I was going to give up after the 2nd play, but then I saw the brimstone icon and I just HAD to get to 200 so I could see it. Really needs some sound effects, and as a fellow Godot dev I can tell that you put an AudioStreamPlayer2D on the top-left corner of the map for the music, while you should just use a plain AudioStreamPlayer, since the former is for positional audio.
@thibaud-ligneul Indeed, the endings were scripted in at the last moment, it's a miracle we even got them to work on time. Would've liked to add a menu and ending screens/credits if I had had more time to program.
@drevilbrain Believe me we all would've liked saves. I swear the next game I program will have it.
@tobiasw Thank you for the comment. We've definitely heard about those 2 issues a lot, need to figure out a way to make it more clear that you can interact with stuff in that way. I originally intended for an item to appear under the cursor when you chose "Use on" but had no time to implement that. The points you restart at should probably be tweaked; restarting the game is just a quick and dirty way to make a working game over to begin with, there would've been a proper game over screen. The video sounds like a good idea (I didn't think anyone would be interested enough to see such a thing anyways), I'll see if any of us can record a quick playthrough of everything.
@tobiasw Uploaded https://www.youtube.com/watch?v=1p5fnWYP0V8
Very nice aesthetic and its evolution along with the music and dialogues is also interesting. The game is kind of buggy though, after feeding it a few things, it starts taking multiple spacebar presses to grab things, and at some points I put something into the mushroom and it takes several seconds to process that I actually threw something at it. Also, I think it would be better if you didn't post that second screenshot, in order to give more surprise. The "cute horror game" part is more than enough I believe.
I think it's way too hard, and the enemies needed to signal somehow that they kill you but not the flame, since you can ram into them and keep pushing them, while you should just pop out of existence or something. Very interesting graphic style however, and the gameplay is good enough, though it's too hard to give me motivation enough to try and beat it.
Pretty cool for a basically wholly text-based game; it had (or has) potential to make it more story-based, with branches and stuff.
Really great aesthetic with that kinda PSX feel, music is really good too though sadly it's only 2 tracks. Gameplay is confusing if you don't read the instructions (wow who would've thought you need to read that), and even then it's pretty frustrating and not very fun. Too easy to lose HP, hard to dodge, and most importantly, it *feels* bad/clunky. I guess it's ok if it's for the sake of staying true to the inspiration. Another big deterrent for me was the confusing samey layouts (which I later learned were procedurally generated), they're a nightmare to navigate with my poor spatial awareness that heavily relies on points of reference, and there are no points of reference here, just rectangular rooms and corridors. The damage type the enemies are weak too being dependent on their bullet color instead of their actual color is also very confusing, especially when it cites Ikaruga in the description where the mechanic is different and much more straightforward.
Pretty cool and innovative mechanic, actually kinda fun to play, nice graphics and ambience. I think this could be really expanded upon into a full game, lots of potential. The boss was a surprise, much more difficult than the rest of the game, but it actually teaches you how to play if you haven't learned so far, and you quickly improve at it. Only part where I died. Grateful that there's lots of lives even if it's kinda unbalanced, otherwise it would've been impossible with just 3 or 4. Didn't understand heart pickups very well either, like some times it'd pick them up and some times it wouldn't. The shock upon killing enemies is very well juiced up and the lightning effect looks cool too, feels good to kill enemies.
I really like the graphics/aesthetic. The SFX are awesome too. Gets hype the faster it goes. Could use more minigames but at least it's really well polished for a jam game. Favorite minigame: valve (boss is pretty cool too though) Least favorite: push the rotating tube thing with the brick wall background, this is just mashing and you'll always win and there's no risk or anything so I don't see the point Hardest minigame: spaceship, damn it's hard Highscore: 47
I don't know why it took me so long to remember that the left/right arrow keys did something. When I remembered that it got pretty fun. Some stuff was a bit frustrating, probably due to being physics based but determining the uhh... launch-point is very uhhh... pixel-based, so like, it ends up not being very precise.
Unbelievable that this whole map and all of its textures were made for the jam. Interesting mechanic, very bothersome to go back and forth over and over though.
Nice little puzzle game. Aesthetic is pleasing enough even if it's very minimalistic. The character is much too slow, and the time too limited even once you know what to do, not sure if the point is optimizing your routes going from point A to B to C? I actually managed to get the last key when the time had already ran out (clock screen on top of the game but the key SFX sounded) though it evidently didn't count since it just restarted the game. Basic UI for the amount of time/keys/arrows could've gone a long way, even if it was composed of basic debugging text labels. Not having a visible timer when the whole point of the game is that you're doing things under the clock is extremely weird.
@human-writes-code thanks a lot!! what do you mean by the... Evangelion references though?
Nice art and lots of cute girls. Gameplay idea is interesting but ultimately gets very frustrating when you realize you have to know exactly how many monsters can spawn in any given level in order to get any further, all while not being able to skip/mash through the text, and selecting the same choices over and over again for the characters you've already figured out. I can't say for sure but I feel a lot of the humor is referential and is completely lost on me because I don't know about that stuff, and some dialogues just left me like ???. The font kinda clashes with the artstyle of the characters, though it's understandable if it's emulating one of those really old first computer RPGs, but I think it could've been arranged better somehow to truly make it feel that way, right now it looks too much like a modern game with a weird font on top.
Great aesthetic and animations, great sounds too. The RGB for the attacks works surpringly well. I think it's really hard however, and many levels being able to be kinda bruteforced doesn't really contribute to teaching you how to properly use the mechanics. I got stuck at level 10.
pro mobile game tier graphics and presentation. too fr*aking hard though
The visuals and physics are so polished it's incredible, I love the camera and parallax work. The simple palette helps the cohesion a lot too. The gameplay itself has the potential to be very fun, though there's not much in there at the moment, and what is apparently the most important mechanic, catching passengers, is exceedingly hard, at least for me. Not sure if you have to be aware of the shape and orientation of loops and stuff in order to launch them in an efficient way or something like that.
tfw no burger girl girlfriend
Amazing presentation, both in graphics and audio (also the text effects and such). The game itself feels essentially impossible. Don't know if there are levels, but if there are then I couldn't even beat the first one.
I don't know how you made all that in 72 hours but if you actually did then good job. Can't tell how much is free assets and how much is hand made. I'd be surprised if the pixel art was made in this short amount of time because it's really good, though I have no idea what all that stuff is supposed to be. Pretty original game and surprised as a programmer at the variety of things in here and how they interact together.
@apple-dash That makes a lot more sense now, especially the vegetables. Thanks for the reply.
(played the original jam version) Very nice graphics/presentation. The collisions are a bit wonky (if you hit the corner of a platform it like... goes up). Really hard so I couldn't get very far, but it's a nice little game. Doesn't help that my monitor is *also* a bit UNSTABLE at the moment and keeps producing the same lights off effect as in your game, but it goes completely black instead. Edit: post jam version is way better, it's properly playable, though still really hard but mostly fair this time.
Very cool game. The first levels/midgame get boring because the pace of spawning was way too slow while the rate you got money at was too fast and the stuff you could buy was too powerful, but the later levels get harder and you get a surprising variety of upgrades so that was nice. I find the SFX extremely unsatisfying, they're barely indicative of any action. Didn't like that some enemies are kinda sus.
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Wish there was more strategy involved, more types of enemies, different paths, etc. Right now it feels like it's just waiting it out to get more money. Maybe I'm just bad, seeing these scores above, I got to like wave 13 only. Very nice graphical effects.
Cool game, always nice to see WarioWare style stuff. Though the balance between the minigames is really off. The jumping one is really hard, while the hammering one is trivial. There's also a lot of graphical glitches. I don't know how Gameboy nor GB Studio work, but I think a lot of these glitches are due to trying to create smooth physics-based movements. Making more sequential, but connected movements would probably fix some issues. The pixel art is pretty nice in some parts, though the lack of music makes the whole game feel kinda barren. Also, there's A LOT of grammar mistakes and typos. You should at least double check in a dictionary words you're not sure how to spell in English, instead of writing something loosely based in your native language. Especially when there's such a small amount of text. Otherwise, Google Translate and DeepL do a pretty good job sometimes nowadays.
Nice little concept, I like the gravity and how the star keeps getting bigger. The game itself feels somewhat boring, there's actually not much to do, and it's hard to aim and actually hit something, shots are too small and too slow. More interesting shooting or asteroid variations or something might've been nice. Also, the game starts lagging the larger the star gets, not sure if that's actually related to the size or not though. I survived until it took up like the whole height of the screen because I wanted to see if it would blow up or what. A_Solar_Disorder_2021-10-15_20-56-00.png
@cakestorm to be quite honest, I haven't played the game for score much myself, but the highest I've seen was an astounding 122500 over 402 seconds, so... Glad you liked it so much!
@matthewrobo Hellsinker-lite would be really something now wouldn't it. Thanks for playing. Enemies appearing from places other than above is a good idea considering your shooting direction isn't restricted to up, don't think I'm gonna expand on this game though sadly. Fell short on the amount/variety of waves and that would've been a cool addition.
Pretty nice game, the mechanics are simple but work really well together and once you get acquainted with them it's actually fun. The AI is also surprisingly interesting, creates nice dynamic situations where you have to manage dodging while also charging or uncharging your hammer. The boss is also a good test of your comprehension of the mechanics. firefox_2021-10-09_17-38-11.png
Excellent aesthetic and art. It was fun to explore around. The hidden (?) tech made it even more enjoyable. I don't know why you made an encyclopedia for random fictional plants but good job. firefox_2021-10-09_18-13-33.png firefox_2021-10-09_18-16-14.png firefox_2021-10-09_18-17-06.png firefox_2021-10-09_18-16-50.png firefox_2021-10-09_18-17-52.png
Interesting premise. I also like how it's 2.5D. It's nice to see it has a consistent aesthetic even if the art itself isn't very flashy. Good job. The_Conflicted_Merchant_2021-10-15_17-15-35.png
Cool idea, though I feel tile-based movement would've been far more appropriate for this game. Also, it seems collision detection with the tiles is super bugged, I'm getting killed standing on a tile of a different color from the one the cat hammers. By the way, you're linking to "Source Code" when you should be linking to HTML5/web.
Pretty nice and original idea. Though it's really hard to uh... BALANCE everything around, mainly resource-wise. I haven't played many city building games though so maybe I'm not well-versed enough.
as a fan of the launcher Flash game genre when i was like 10 years old i believe im an authority when it comes to reviewing this game so if you'll excuse me: pretty interesting to see one of these in 3D, kinda nostalgic. i feel there's an important flaw here which is the sense of progression. these games are (were?) fun because you start out from doing almost no distance (as in this game) to getting consistently increasing ridiculous distances (compared to what you could initially do). but in this game, after you get a few upgrades (mainly flip strength, i think), it doesn't make much of a difference, you're always going to get more or less the same distance, and it doesn't seem to increase even if you buy more upgrades. further detracting from this is the fact table falls out of the 2D plane once it touches ground and falls over, leaving you unable to collide with any of the boosting elements, so it's pretty much up to luck how far you get, because 90% of the time, if you touch the ground it's over. disregarding the fact the camera might give you a seizure, it's pretty unsatisfying because you can't see the progress very well, even if you're actually moving forwards. i also have no idea what "Boost Power" and "Multi Hit" do. i'm assuming these would be skills that let the player actively boost the table during flight (something that is also lacking and makes it less fun) but i found no way to activate them.
the UI is kinda haphazard (stretched and reused textures etc.) but i'll forgive it for being a jam game, i don't like making UIs either. feel like using nine patch rects would've been an easy fix for making some things look better but i don't know how that works in unreal engine.
the whole thing with the title and the game fitting into the theme is pretty funny i'll admit, also the things that you have to hit and how they explode. camera is also a bit funny. also the bonus and animation for the table landing correctly is a nice touch
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yeah the table clips through the scenery sometimes
Very unfinished so can't say much, but I like what you had going on with the UI like an old-school RPG. The formatting on some words like "MUST" with those lines on the top and bottom of the word was also cool. Nice DIY voice acting. The mechanics and their explanations are very hard to understand, but I think they're actually much simpler than you make them out to be. Shouldn't be talking about game elements like manta (mantra?) assuming the player already knows them, just define those clearly first, same with the different types of words. Also it's spelled fulfill not fulfil.
I'm giving up on level 11 because I wanna go rate other games but really nice level design overall. The first levels feel kinda filler (except for level 3) but from 6 or 7 onward it gets real interesting. The collisions are kinda janky though (rounded corners). The jump also feels kind of sluggish, can't quite explain it.
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