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Dylan_Bee

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A member registered Jun 11, 2020 · View creator page →

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On my end, it says "This video has been removed for violating YouTube's Terms of Service."

Cute game! The pixel art is really well done! It's too bad most of the game is in darkness so I can't appreciate it more, haha. And man, the animation for getting attacked makes quite the jump scare! 

The game itself may be too easy. I think I didn't take any damage at all the first level. Though, maybe the game would have gotten harder if I was able to progress past level 2 (too bad about that enemy-spawning bug). I ended up having to let myself die to see what would happen.

Overall, this is a cute game! With the art style and goofy premise, the game has a lot of personality, for sure.

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 How many shells did you find?

I found all 10 shells.

What did you enjoy most?

I think I liked the bracelet-making puzzle the most. It felt the most satisfying to figure out and I liked the slight increase in complexity as you completed them. I also liked the game's art style and the ambient sounds. Having the stars was a nice way to highlight points of interest.

In the settings menu, ejecting the CD to mute the audio was a really cute touch. The music in the menu was really nice.

What did you enjoy least?

I think most of the shells were too easy to find as you had to simply click around to find them. I think the more puzzle-like ones, like the bracelet one I mentioned, were the most interesting.

I was a little confused with the pile of broken shells. At first, I thought I was supposed to piece them together somehow and started sorting them together, but then I found the hidden shell among them by accident, haha.

Would you play more if I added new levels?

I guess it would depend. Finding shells isn't the most interesting objective. For point-and-click games, I tend to prefer some kind of story or mystery to motivate me. Plus, I like experimenting with clicking on different things to see what happens, even if those interactions don't make progress (so fun, optional interactions, basically). I like the art and ambience, so if you added some more interesting objectives, fun interactions, and more tricky puzzles to solve, I think I would be interested in more levels.

Overall, nice job with this game! I think this is a good start to a relaxing point-and-click-style game.

I'm glad you liked it! Yeah, I totally underestimated how much work it would be to balance the different ships within the time frame. The fish and triangle ones are probably the easiest to use because they are fast which, in a shmup setting, is probably way more immediately useful than strength (which the other ships offer at the expense of speed).

The green one has a reticle that moves back and forth and you have to press Space to blow up anything in the little square around the reticle. It's probably the hardest one to use and its the least polished design-wise since I added that one later compared to the other ships. I even specifically programmed that one to appear less often for that reason, haha.

Thanks for the feedback!

Hmm. Having a dedicated shoot button sounds like a good idea after hearing about your running issues. Maybe Shift or Space would make for good keys for shooting?

I did consider having later bosses having more layers of bricks, as well as additional hazards to dodge while fighting the boss. I'm glad you enjoyed the boss battles!

I originally made this game for a jam with the theme of "Classics Reimagined" so the Mario-like elements are definitely intentional, but if it feels too derivative of Mario, I can lean more into the strange sci-fi vibes for later levels while the first worlds remains mostly a fun nod to Mario. Lots of room for fun theming when it comes to strange planets.

Not sure what could have caused that oxygen bug since NPCs and the Bell goals should stop the oxygen from depleting. I might have broke something with the new update.

I'm glad to hear you'd be more interested in more worldbuilding because I would love to add cutscenes and possibly more NPCs to encounter.

Thank you for your feedback! It gave me a lot to think about while also being very encouraging, so it was very helpful!

Pretty clever mechanics for a puzzle platformer. I especially like the bone block placing mechanic. The game feels very polished in the animations and player movement. I like that the skeleton form has different abilities depending on how many bones you have. The first can wall jump and make blocks, the third can jump high, and the skull one lets you fit in tight spaces. Though, it seems like the second form didn't have a use? Though maybe I just didn't get to that part yet.

During the first wall-jump, I somehow managed to clip into the left wall and got trapped. Luckily, I was able to simply revive myself and escape. I didn't notice any more bugs like that for the rest of my playthrough.

The beginning part has pacing issues because the tutorial keeps stopping your movement to tell you things. Luckily, this gets better as you progress with less interruptions. Might be better if the text plays out as you are able to move.

Also, the jump in this area is REALLY tight. I could just barely not make the jump, so I thought I was missing something. Seems like you have to walk off that ledge and jump immediately after to reach the ledge. I kept hitting the little corner of the tile above if I didn't make the jump right.



Unfortunately, I got stumped on this part below. However, this seems like a really cool puzzle game from what I've seen so far. With more mechanics being introduced as you progress. Nice job!




Neat idea for a game by making fall damage the main mechanic. Being able to zoom out was a smart addition so you don't have to blindly fall into platforms and ruin your attempts at death. During the space level, one of the speeding planets hit me just right as I was platforming and I got a ton of air and skipped several platforms which was a fun accident. 

Small issue I noticed was that it was sometimes unclear what you could and couldn't stand on, particularly in the construction site level. Also, backtracking when you mess up a jump or fall was a bit of a drag, but luckily the levels were short enough that it wasn't too big of an issue. 

Nice game! I beat all the levels.

Thanks for trying out the new version!

Just a moment ago, I had to patch the game again because Godot has this REALLY annoying quirk where, if you have it export only specifically-marked resources (which I do sometimes to not export unused assets and make the file size smaller) Godot will not have newly-made assets marked so it's really easy to export a new version with the new mechanics and art you add not being exported at all. And it's weird because I could have SWORN I manually marked the new assets so I don't know what happened.

I noticed when messing with the game that the boss wasn't even shooting projectiles I made. So that and the new signals should be working as intended now

This is a pretty solid stealth game! Getting seen by one of the robots and having to rush to find a hiding spot was genuinely thrilling! The dark lighting and ambient sounds really sell the creepy atmosphere. And the siren sounds from being caught by the robots is stressful but in a good way. I also appreciate the ability to peek around corners. The tutorial teaches the controls pretty well and felt naturally integrated into the game without being dull to get through. I managed to find the elevator before the demo reset.

Does the player movement feel right? How would you change it?

The movement felt pretty good! My only complaint was that it seemed like the ledge detection could be a bit more forgiving as I found that, at times, the player wouldn't grab a ledge even when it seemed like they should be able to.

Does the stealth feel fair?

The stealth felt pretty fair to me. I only got caught a couple times, but I was being kind of reckless when I did.

Did you get lost? Was it frustrating, or fun enough?

I did find myself getting lost at times. A lot of the areas look very similar to one another, so I often found myself backtracking by mistake which was frustrating. Adding some more unique set pieces, points of interest, or textures could help make the areas more visually distinct, which would better help the player contextualize their location. It was also unclear where I was supposed to be going or what my intended goal was.

Overall, I really liked the atmosphere in the game and found the stealth to be tense, yet fair. I think the main issue right now is the environments being too maze-like and needing more visual variety. This is a solid demo, though.

Thank you for playing and the feedback! 

I might need to go back to the drawing board with the swimming level. I already redesigned it once, haha. I might need to make some enemies and obstacles unique to those levels.

Yeah, the game is pretty easy right now. I intend to make it harder with the later planets! I was debating whether to have a lives system at all or finding another use for stars.

Yeah, the moon killing your momentum was my attempt to fix how exploitable the moon was previously. Before, you could just press the button rapidly and get a lot of horizontal distance and skip over a lot of some levels. I will most likely add an input delay to prevent this rather than killing momentum because I can see how awkward that would feel.

You can, in fact, defeat the boss by shooting it or making him fall! This was a nod to the bosses in Super Mario Bros. because you could either shoot Bowser with fireballs or use the axe to remove the bridge so he falls. I wanted there to be a similar choice for this game.

I'm glad to hear you like the game! I appreciate the feedback!

A nice little shmup! The art style is cute and the sound effects are nice. It's pretty easy compared to other shmups I've played, which isn't a bad thing, especially for a jam. The sound effects for killing many enemies at once was satisfying. One thing I noticed is the sound for using the super seems much louder compared to the rest of the game, so you might consider lowering the volume on that. Other than that, nice job!

Neat idea of having to lead the cats to the exit. It was sometimes visually unclear on what you could or couldn't walk into. I was also sometimes confused on why certain cats would stop at certain things. The art style is cool. I especially liked how the colors were used for the second area with the mushrooms. Nice job!

Also, I forgot to acknowledge the Half World reference. I get it.

Oooh, a 3D platformer! I like how the level design offers different routes you can take with different platforms to jump on. Main issue I had was the camera. With the mouse its too sensitive, and with the gamepad is too slow. Other than that, nice job!

Wooo! The new update rules! I really like the bouncy walls effect. Though the entrance ramp in the building bounced me as well, lol.

Thanks for trying the game! The magic is the cat's fire powers that got them in this situation. 

Really solid game! The movement, dust particles, and the squash animation when jumping all make the character feel very polished. The orb mechanic is cool and has a lot of potential. I think you could do a lot with it. I wish there was more levels I could play, but what you have here so far is very well done. The piano music and the cool color palette makes for a very calm atmosphere.

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This is a really neat twist on Arkanoid. I like that the bosses introduce different effects to the game. The background has a fun, trippy effect without being distracting and the music is catchy.

Unfortunately, the game is much too hard for me to make any significant progress. The bumpers are probably the hardest effect to deal with since they often knock the ball really fast into the pit, making it almost impossible to react in time, even with the dash. And the effect of making the paddle smaller makes it even harder to react to the ball in time. It's too bad because I really enjoy arcade-y games like this and I like the twist you added. I would suggest capping the ball's maximum speed to something lower. Also, maybe consider waiting to have the blocks move downwards so early on since they give you less time to react to the ball's ricocheting. Those two tweaks would really make the game much more forgiving.

Also, the Snap-Up move is an interesting idea but I find that it often sabotaged me by making the ball move too fast.

Overall, I really like the concept. It's just too bad the difficulty prevents me from seeing more because there's a lot working well for this game. My best score was 4860.

The pixel art in this one is really nice and detailed, particularly the moon and the ships. There seems to be a decent variety of enemies as well. The control of the ship and aiming all feel natural.

When you die and are sent back, it seems most of the enemies you killed stay dead, so there is often a long stretch of nothing happening when you fly back to where you died.  Depending on the difficulty you are going for, I would suggest either spawning the player near where they died (more forgiving), or have all enemies respawn when you restart (less forgiving).

It's a nice shooter! Though I would have liked to see more of a twist on this style of game, either visually or mechanically, to fit more with the idea of "reimagining" a classic. It's competently made, but nothing stands out to me as particularly original, sorry to say.

Nice work on this one! It's a solid shooter with some nice-looking pixel art.

P.S. On the browser version, the game lags pretty hard when multiple of these guys show up. Might be worth looking in to. I haven't tested the desktop version. 

This is a very creative reinterpretation of Pac-Man! I played on the "Demi" difficulty on the browser version.

I love the low-poly style with the bright colors. The designs of the cats are cute and I like that they were all visually different from each other when you could have easily just made them the same model but different colors and called it day, but you made each model unique to them. I don't know what you would call the shader effect (it reminds me of a CRT effect, though I don't think that's what you would call this), but I also thought it gave the game a unique look without being distracting.

I appreciated the attention to detail such as the cats inheriting the personality traits of the Pac-Man ghosts. And the fact that characters have different dialogue for situations such as you finding them early, not having enough money, interrupting them fixing something, etc.. The dialogue itself was fun and charming and I enjoyed seeing what each character had to say.

The sound that plays when the Pac-Hounds are chasing you is great sound design as it adds good tension when they get near you. There was a few moments where one was nearby and almost had me cornered, but they luckily went a different way. Moments like that were tense yet fun.

I noticed there was a weird issue when I moved the camera. It seems like it would sometimes "snap" into a random direction as I was panning, which was slightly disorientating at times. Wasn't sure if it was some kind of lag issue or the way the camera was programmed.

I wish the game gave you some direction where the cats were hidden. Sometimes I would spend a short time trying to find them on the map. The map does help with this some, but I think it would help if you were given a specific direction (north, southwest, etc) to save some wandering around looking at the map.

Overall, this is a really solid game. I really enjoyed this one! It's clearly inspired by Pac-Man but has its own style and personality to stand out on its own.

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Pretty neat take on a Crazy Taxi-style game! I like how each of the passengers gave you different effects and restrictions.

My most wanted addition would be to earn time added back to the countdown for every passenger you delivered. It would also help if certain spots reward you more time than others. For example, the destination on the building takes much longer to get to compared to the grounded goals, so that one could maybe give you something like 20 seconds while the grounded ones give you 10 seconds, as an example.

Speaking of the building, since it is the most time consuming one to do, it would be cool if there were shortcuts to reach the top faster. As an example, maybe like a ramp you can use to reach the top faster. It would be faster but also risky since you can miss the landing and cost yourself more time.

I did a few playthroughs and the "Stop at Stop Signs" rule kept giving me paths where I didn't have to cross any stop signs. I would get the passenger and the goal would be right behind me with no stop signs in my path, making it easy to avoid having to use them. Maybe you could implement a check where certain destinations have to be a certain distance away while that rule is active.

Overall, a solid game! Would be cool to see more rules added and to lean into the arcade-y aspect of the game more with the timer aspect. Nice job on this one!


Ooooh! A first-person cat game! Having to aim in the direction you jump is a neat idea. Though, I found it difficult to judge how far I would go and ended up undershooting many of my jumps. I would suggest maybe increasing the jump power a bit.

I like that there were objects to knock over and swipe at.

The default mouse sensitivity is VERY strong, but luckily you included an option to change it.

It's an interesting game concept that fits the theme well.  Nice job!

Funny how there's been three "cat knocking over things" games in this jam I've played so far. It's a fun idea. I think my main gripe is that the game is too easy and wish there was something to worry about as you are causing chaos to make the game more challenging. For example,  the other two games like this I played had a time limit or having to avoid detection from the owner. Something that would add some stakes to make the game more interesting.

Overall, nice job and nice idea!

Being able to knock the objects around is fun and is classic cat behavior, so it fits well with the theme. It seems like you may have updated the game because the walls disappear now when they block the camera, which didn't seem to happen when I saw the game on DSG's stream. That's a good change, for sure.

There is a bug where I can repeatedly tap Space to jump forever, even when I'm not touching a wall. The cat's collision also feels "sticky" as rubbing against objects while walking makes the character stop or slow down which makes movement feel sluggish. The cat also seems to stop like a half-second too late after releasing input, which also contributes to the movement feeling sluggish. 

I think some kind of visual and audio effects for knocking objects down would emphasize the destruction you're causing and make it more fun. The owner didn't seem to give me much trouble during my playthrough.

Overall, nice job on your game! It's a fun idea.

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Saw this one on the Discord and thought this one looked really interesting. I'm very impressed with what you were able to make within 10 days! I really liked the pixel art. The backstory with the humans using animals to fight robots sounds intriguing. I liked the eerie intro sequence and the little UI animations for healing at the checkpoints.

I think the main critique I have is that the game is too open early on. I would suggest having more areas blocked off until you get more upgrades. I spent a lot of time wandering the map without making any progress before I finally stumbled upon an upgrade. The first one I found was the sign-reading one which was nice for seeing some of the lore but didn't help much gameplay-wise.

Defeating the robots is a hassle and I found myself just running past them instead of engaging with them.  That is until I had to fight them in the last area. Their erratic movements and lack of hitstun made it hard to deal with them without racking up damage.

I didn't like Left Click being the attack button. I think it would have been more comfortable being near the other buttons. I liked having one hand on Shift + WASD and the other on Spacebar. That could just be me, though, since I usually prefer arrow key setups.

The falling hazards in the white room were frustrating. They blend in with the scenery too much and are hard to react to. They become easier to deal with once you realize they are there, but having to move, and then back out of the way isn't very engaging when I would rather explore. They are also easy to forget about when exploring other rooms and then returning to the white ones. 

Having to damage boost through the fire to get the helicopter upgrade isn't intuitive. I never guessed that was the solution until I watched the walkthrough. My instinct was to find an upgrade or switch to extinguish the flames, so I was confused at what to do next to make progress.

The wall climbing upgrade made platforming a pain since I often found myself sticking to surfaces I didn't want to. This was especially bad when robots were around and I was left vulnerable to their attacks. It was also annoying when I fell under the stairs and tried to climb back up and would stick to the sides of the stairs. Perhaps another input could be used to grab walls?

Overall, I think this was a really cool game. I know I critiqued a lot of things, but I liked the game enough to reach the very end. A very interesting premise and very impressive considering what you made in the timeframe. I hope my feedback is helpful. Nice job on your game!

P.S. There was a room that I got stuck in and had to reset. Luckily I wasn't too far in by that point.


Not bad for a game made in 20 hours! Reminds me of playing Gauntlet on the NES.

I liked the sprites for the treasures and items that enemies drop. The colors on the blue gem and the red gem are especially appealing to look at.

Is there any use for the treasure besides scoring?

I liked the ability to have three different elements. It seems fire is the strongest, while wind is good for pushing enemies away, and water seems to be in-between. I found myself using water the most and switching to wind when there were too many enemies close by.

At one point, I was using fire and was fighting enemies and somehow did a fire laser move? Might have been a visual glitch but I have no idea how I did it. I only seen it once.

The spin attack with the fire sometimes creates a little area that slowed down enemies which was useful, though I couldn't seem to spawn the area consistently.

For the life of me, I couldn't find those last three chests, but I enjoyed my time with this one. Would love to see a version of this with more polish and mechanics. An interesting prototype, for sure. Nice job!


Such a silly game and the music is very fitting for it. I managed to get a high score of 3050. I destroyed all the objects so I think that might be the highest score you can get. 

I like that kicked objects could hit and explode other objects. It was fun creating a domino effect of carnage with this little housecat. If you ever expand on this, I would suggest leaning into that part of the game.

Not sure if it was a bug, but I was spamming the button and managed to "kick" one of the explosions away. It rotated and flew away as if I had kicked one of the objects.

I enjoyed this silly little prototype game. Nice job!

P.S. This appeared on the menu for me at one point. Not sure why. I'm guessing some debug message that got left in on accident?


I really enjoyed this one. The difficulty seems easier to manage even for someone like me who doesn't have much experience with playing shmups. The player character controls well and I felt like a badass when I successfully dodged between waves of bullets.

The sprite art is great and there is a lot of standout details like the 3D-like effects, the animation of the destroyed ships floating in the water, and the shadows on some of the environment. 

I like the amount of bullets I can fire at once and that the power-ups let me shoot even more. Alongside that, the sound design, and the explosion effects, I felt very powerful shooting enemies and creating carnage especially when there were a lot on screen. Only downside is that the explosion effects made me lose track of the enemies' bullets a few times.

The music is great and feels authentic to era of games I believe this is meant to represent. Some of the instruments in the soundfont reminded me of the TMNT 4: Turtles in Time OST.

Great job on this one! My highest score was 74500.

Thanks for the feedback! I guess I got too used to the movement when playtesting. Looking forward to your next stream!

Fun concept for a game! Using a laser pointer to guide the cat. I like the menu/thumbnail art. It's cute.

It was a bit awkward trying to place the box on the blue button. I kept accidently pushing the box off the button and undoing the blue door.

Nice game! I managed to beat all the levels. I wish there was a few more!

I thought the enemy animations were well done. The music fits well and I enjoyed the ethereal music in the menu. Graphics-wise, I like the colors and models. Some things, like the font for the player's name, looks rough. The yellow cube I assume is a placeholder for an actual switch. The art style of the title screen image doesn't seem to fit with the style of the in-game graphics.

Swinging your sword stops your movement for a tad too long and its slow to hit. This makes the combat feels stiff and frustrating. This also made it hard to find a good window for attack without being hit right back as it feels you are left vulnerable for a tad too long. I found myself just skipping most enemies. I would suggest being able to move while attacking (even if said movement is slow) or have the player swing faster. It seems like most characters share this issue

Speaking of enemies, there doesn't seem to be much reason to engage with them at all. I found myself walking past enemies and only focusing on hitting switches. Maybe you could tweak it to make these mechanics compliment each other. Like maybe skip the switches altogether and have bridges only open if you kill enough nearby enemies, as an example.

I noticed the devlog and itch page mention a way to dodge and dash, but I didn't figure out how to do this. I tried holding L to block and press a direction, but that didn't work.

Not sure if this was intentional, but its really easy to kick items and powers away from you when you are trying to grab them. I kicked a few of the spells out of reach because of this.

I played the guard the most. I tried a few others but most of them felt pretty similar to one another. It seems their differences are mostly in the strength of certain spells?

Unfortunately, I wasn't able to get past the first boss or try multiplayer. I died at the first boss and I didn't feel compelled to navigate the area again and find the switches. Something like a checkpoint system would help.

Instead of having a "how to play" page, I would suggest having in-game prompts, like the E key could show up near a switch or item. This would help because I didn't realize I needed to use E near the yellow cubes to activate the bridges.

Having both apples and healing spells seems redundant.

Good luck with your project! I hope my feedback will be helpful to you.

I'm happy to hear you liked the game enough to play it multiple times!

The RNG and balance of the upgrades, I'm hoping to have improved in the next version. I'm thinking of implementing some sort of tier system for each of the combos where weak and strong effects are grouped together.

Thank you for your feedback!

I'm glad you like it. I would like to eventually update the visuals (especially the enemies) after I balance out the upgrades/downgrades better. Thank you for your feedback.

Based on your response and others', I need to better balance the gifts and curses, especially the bullet conversion one. This will give me a good direction to take the next update. Thank you for your feedback. 

An isometric game is interesting! I don't see those often in jams. Though, I do wonder if the game would be better if the movement wasn't isometric. It makes the controls feel stiff for what is seemingly meant to be an action game.  

It seems the main strategy is to keep running while shooting at the enemies as they chase you, which did lose my interest quickly. Maybe the later waves would be more interesting, but I would get caught on a rock or tree and lose my health almost immediately when an enemy touched me, so some invincibility frames would have helped me.

Overall, nice job! I really like the pixel art and music. Were the assets made for this game?

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My initial reaction to this game was "man, this is hard" noting the amount of enemies swarming the player and plus I kept overshooting the platforms. However, as I played it more, I started to enjoy it more and realized there was more depth and thought to the game than I initially thought.

I like the decision-making required of the player. Should I aim for more birds? Should I risk jumping for the next carrot? Should I preserve some of the ammo. And some rounds I would get in a flow state and it would be satisfying seeing my score go up and then the carrots doubling that score several times over. Really fun. I didn't bother with the difficulty settings at first until I realized you get more score out of it. Another decision for the player to make. Too easy and you don't get much points, but if you select too high, you will quickly get decimated by the birds.

Like I mentioned before, the amount of birds swarming me so quickly had put me off at first, but I eventually realized that's encourage you to keep moving. I had to risk jumping across platforms to outrun the swarms of birds. I think I eventually realized all the mechanics had their place and they each complimented one another.

I also like how polished the UI/presentation is. The graphics themselves are great with the vibrant colors and then the UI has these little animations and transitions that make the game feel really professional.

I do wish you the little jump indicator looped back and forth. So many times I held space a little too long and realized that I was doomed before I even jumped. I also wish there was an option for an instant retry, especially for moments I died immediately after messing up.

As of writing this, my best score is 8800. I'm going to play some more rounds and try to buy more weapons. Maybe I'll update this comment if I think of anything else to add. Anyway, really nice job on this one! Would make for a great mobile game.

Awesome! That means a lot! Thanks for trying it out!

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Neat idea for an arcade style game! I like that the bubbles come out faster depending on how fast you're moving. It's fun to catch multiple rabbits at once doing this.

Only issue is I feel like its really easy to be blind sighted by how fast the rabbits fall if you happen to be standing under them when they spawn from the top of the screen. 

My best score was 181. 

Nice job on your game!


EDIT: I noticed after retrying a few times, sometimes the game crashes when you lose. This made me have to refresh the page to play again.

Also, I think I discovered a way to cheese the game. Just stand in this spot and repeatedly press the shoot button.


I'm glad you enjoyed it!

Thank you!