The suicidal adventure of Squish

Overall★★★★★★★★★★3.10
Fun★★★★★★★★★★2.90
Innovation★★★★★★★★★★2.60
Theme★★★★★★★★★★3.20
Graphics★★★★★★★★★★3.10
Humor★★★★★★★★★★2.20
Mood★★★★★★★★★★2.30
Here comes a little platformer made by a group of students in their first year in a digital and creative school. You play as a little fluffy ball of fur also called a “Squish” and you must reach the end of the level to save the princess Squish. To do so, you can sacrifice a fistful of poor creatures to progress through the traps placed throughout the game.Screen2.pngScreen3.pngScreen4.png

screenshot
Genres: platformer

Comments7

CraftLord
CraftLord3 Dec 2018, 23:12
This is a very fun platformer game.
I enjoyed it a lot!
Ussendayoo4 Dec 2018, 09:57
Amazingly addictive
Well done
Hater16444 Dec 2018, 10:00
Hello
rly good game
mecanics are intrusting
kleinzach4 Dec 2018, 23:08
Good concept. I would say that there is much more that can be done with the mechanic of sacrificing your previous character to make it easier for the next one. Spikes, mines, and fire all seemed to act the same way in the end, just with a different coat of paint. I would love to see what other ideas can be put into the game, as currently there isn't much intentionality to sacrificing characters. It feels a little like a platformer that just gets easier the more you fail whereas I can imagine so many interesting puzzles about timing deaths and stacking corpses to get further. The graphics were well done, I like the expressiveness you were able to get out of just a few frames of animation.
JavaSaurus
JavaSaurus10 Dec 2018, 10:40
Very well done, responsive and crisp. A larger variety of obstacles would have been nice, but considering the jam-context this is an amazing entry in its own right ! :)
Thank you for the game.
Purrseus
Purrseus15 Dec 2018, 19:25
I like the idea and the Squish is super cute
ColeSlaughter
ColeSlaughter19 Dec 2018, 22:17
Seen this concept around quite a bit, but I like that you went the extra mile with the additional mechanics! Wall sticking/jumping and double-jumping open up a world of possibilities for unique level designs.

It might have been nice to have been able to distinguish between spikes, safe areas, and sticky walls, though. Since everything was the same/similar color, sometimes it would be tough to differentiate until it was too late.

Other than that, though. This was a nice, cute little entry. :)

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