This game was phenomenal. An extremely well-polished and difficult platformer with AMAZING music, creative puzzles, beautiful visuals a fun boss battle, and fluid movement- my only gripe is that basic enemies (bunnies and wasps) are generally very easy to snipe and so are more of a minor nuisance than a threat the majority of the time, it's difficult given how many movement options there are but putting them in harder to kill spots or giving your attacks less range could make the enemies feel more dynamic and interesting (? don't know if I'm wording that right)
PS: the Hard mode Capybara shirtless pic reminds me of Incineroar and I love it!
It's a fun game! A thing to think about in the future is how to tie the mechanics together better. The staff beats most enemies and has few interactions with mode switching. Like when you fight a rabbit on lower ground, and you wait for it to come close, then switch to retro mode to make it jump up into your line to fire, that's very cool, and it's a more dynamic way to use mode switching than just a timing requirement. Having more aspects of the game mesh with each other like that would have made it even better, I think.
One cool surprising example in this game is when you swap modes and this causes a wooden wall to destroy your wallspear, you immediately gain it back into your hand even if you're in the air.
Speaking of funny interactions:
Bug: if you swap modes just as the retro bug enemy is about to fire its projectile, the projectile stays in place with no movement speed applied. You die if you touch it like normal.
Bug?: Enemies that touch your wallspear still die.
you are 100% right there with saying that a lot more fun interactions would have been possible. I had a bunch of ideas that I thought were cool but that we decided to not go with because of time constraints so there is still a lot unexplored territory with those mechanics.
Also thanks for the bug reports. I was aware of the second one where the staff still kills enemies when not flying anymore. (I was just too lazy to fix it -_-)
when the helicopter staff is introduced, the staff doesn't show up until i die
Edit: oh yeah, you can recall it...
i honestly feel like the staff isn't really used much though. if the staff is supposed to be the core mechanic of the game, i don't feel like it is. there was a point of time that i never had to use the staff for many rooms (like 6-7 or smth).
As a platformer enjoyer this was seriously enjoyable, music is great, and the changing gimmick gave me a good surprise mostly because it changes not only the art style but the music.
It was challenging mostly towards the end but it was mostly because I found it hard to tell what switches when changing between the two modes, but other than that good stuff
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This game was phenomenal. An extremely well-polished and difficult platformer with AMAZING music, creative puzzles, beautiful visuals a fun boss battle, and fluid movement- my only gripe is that basic enemies (bunnies and wasps) are generally very easy to snipe and so are more of a minor nuisance than a threat the majority of the time, it's difficult given how many movement options there are but putting them in harder to kill spots or giving your attacks less range could make the enemies feel more dynamic and interesting (? don't know if I'm wording that right)
PS: the Hard mode Capybara shirtless pic reminds me of Incineroar and I love it!
late reply but thank you for playing our game! Really glad you enjoyed your time! Congratulations on finishing hard mode ^^
Please no spoilers this is against TOS!
Lu: You're not the boss of me!
It's a fun game! A thing to think about in the future is how to tie the mechanics together better. The staff beats most enemies and has few interactions with mode switching. Like when you fight a rabbit on lower ground, and you wait for it to come close, then switch to retro mode to make it jump up into your line to fire, that's very cool, and it's a more dynamic way to use mode switching than just a timing requirement. Having more aspects of the game mesh with each other like that would have made it even better, I think.
One cool surprising example in this game is when you swap modes and this causes a wooden wall to destroy your wallspear, you immediately gain it back into your hand even if you're in the air.
Speaking of funny interactions:
Bug: if you swap modes just as the retro bug enemy is about to fire its projectile, the projectile stays in place with no movement speed applied. You die if you touch it like normal.
Bug?: Enemies that touch your wallspear still die.
you are 100% right there with saying that a lot more fun interactions would have been possible. I had a bunch of ideas that I thought were cool but that we decided to not go with because of time constraints so there is still a lot unexplored territory with those mechanics.
Also thanks for the bug reports. I was aware of the second one where the staff still kills enemies when not flying anymore. (I was just too lazy to fix it -_-)
Thanks for playing
do the characters like beig petted by humans?
You can try to pet him- (maybe!)
Helicopter staff for the win! Lovely platformer, I love the chiptune music and this has some very cool puzzle uses for the staff. Congrats everyone!
is there a way to rebind controls? i can't play this game just because i'm left handed and can't play well with my right hand
Yes just open the settings and you will see a tab called keybinds. You can access the settings in game by pressing P.
Thanks for playing :D
oh, nice! thanks :)
huh, i think i found a bug or smth
when the helicopter staff is introduced, the staff doesn't show up until i die
Edit: oh yeah, you can recall it...
i honestly feel like the staff isn't really used much though. if the staff is supposed to be the core mechanic of the game, i don't feel like it is. there was a point of time that i never had to use the staff for many rooms (like 6-7 or smth).
you can give a spin in our hard mode once you nailed the basics in normal ;)
will try, thanks!
might get first place ngl
As a platformer enjoyer this was seriously enjoyable, music is great, and the changing gimmick gave me a good surprise mostly because it changes not only the art style but the music.
It was challenging mostly towards the end but it was mostly because I found it hard to tell what switches when changing between the two modes, but other than that good stuff
Thank you! We really took the idea of "classic vs. remaster" mode all out, even into the idea of "enemy reworks" and "cutscenes" ^_^
I'm glad you enjoyed your time with our game!
Really good, a bit of the game spikes in difficulty but this is really damn good!
4.9/5 and a 'please play' from me, especially if you love platformers, really good game.
Thank you! We have so many playtest sessions to ensure the level difficulty and controls can hit just right. We're glad you enjoyed the result!