Make your way through Mr. Cheeks' dream....or is it a nightmare?! Bounce and bump your way through this freefalling dream loop and help Mr. Cheeks collect all the candies.
Controls
Use mouse to move left and right
Click mouse button to attack
Attack before hitting non-spike blocks to avoid damage
This was a nice Halloween treat :) Great humor and while I wouldn't call it too innovative, I do like how you handled the theme for this one! I had fun with it :)
Mr.Cheeks and I struggled to get down that endless pit! I don't know if either of us will be having sweet dreams tonight. Probably dreams of spikey things and missed opportunities to get some sweets.
"Aaaaaaaawwwww, I wonder what that little guy's dreaming about"
Little Guy: AAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!
Legit made me laugh out loud, well done. :ok_hand:
Despite the simple premise, I like that there's some depth to the mechanics here. Attacking to stop yourself from ascending too high was a really cool thing to discover. I never quite figured out what the purple blocks do though...
Awesome visuals and audio, the gamplay is simple and solid, I like the mechanic of being able to use your attacks to mitigate damage and bounce up to collect the items. Pretty difficult at times, but enjoyable, very nice work!
Very cute idea and art! I found the green blocks that break your fall, to bounce me up a little too far up and back into spikes haha! Really fun though! c:
Very cool game, arts and voice are amazing, especially the "AAAAAAA" part hahaha It's not quite goes with the theme I think but it really doesn't matter because the game is really fun to play.
I loved the art and the audio, it's all cute and lovely! I found it difficult on my first run but then I figured out I could dash on the green blocks to get the missing candy and it made it a lot easier! The gameplay is simple yet doesn't get boring, great job!
Lovely art! Reminds me of the cute goth style in Lenore... the song sticks in my head and will not leave hahaha. It comforts me to know there is a kitten dreaming about getting treats and karate-chopping his way through candy land with fire blowing from its posterior :D
Very fun and addictive game! I love the artstyle and the scream at the start was unexpected and hilarious. The music really helped set the mood as a creepy nightmare and I loved it all around. I also made a game with a hamster, but in mine you are leveling up the hamster as he runs on a wheel !
Really nice art and the hamster was fun also. I would not lokk at it at told "ok, this is stuck in loop" but it is very nice entry. Also I almost missed the part of UI showing us what should be collect.
Really nice art and the hamster was fun also. I would not lokk at it at told "ok, this is stuck in loop" but it is very nice entry. Also I almost missed the part of UI showing us what should be collect.
Halloweeeen ! really cool submission. It is very hard tho ! or maybe I suck at it haha overall it's really cute. The voices are a fun addition to the game as well !
Cool game! art style was really impressive. It is confusing to me that you have both blocks and spikes hurt the player, why not all spikes or all blocks? There are also a lot of cases where a heart of candy was in a location that was impossible to get to. I would have preferred to have the obstacles come more slowly, but more frequently, so there was less reliance on reacting times and more chance to plan out where you would go and how to get the candy/hearts. good job!
The opening was incredibly funny, couldn't stop laughing for a few seconds :DD You guys were on point with that! The gameplay feels a bit too punishing in my eyes, but other than that: great entry! Kudos to this very polished game!
That WIN song was amazing. Voice acting at the beginning was great. Very cute little hamster. Falling could be a little too fast or a little too slow at times, but overall it felt really good!
Beautiful art! Great humor at the start. Kind of minor, but whenever the game hitched (playing the web version on a browser with too many tabs open), I'd tunnel through walls and pickups without touching them. Not sure if there's some sort of continuous collision detection you could enable if you continue making things like this in the future.
Awesome Graphics, Humor and Soundeffects. Music was also catchy. Its a Bit tough sometimes but you get soon good results. I played it on the tablet and the controls worked very Good. Cool Game you did a great Job.
So much good in this... Music, sound effects, cute graphics, reasonably balanced and fun-to-play side-scroller(?), Hammerfall pun! This is gold :moneybag:
This is so hard for such a cute game! :smile: Seemed a bit unfair of the game to take away another heart when you bounce up from something that already hurt you and you cannot control the hamster which floats up to another spike. Otherwise, really nice idea!
This is definitely a game with an addictive quality. We've played it a few times and are determined to get the candy, whatever the cost! We loved the unexpectedly deep voice of the hamster haha. This generally had a polished feel and was easy to pick up. Would play on mobile. Would like a desktop full screen feature as the mouse kept going outside the screen.
At first I thought the abundance of life would make it too difficult, but while trying to figure out how to get the gummyworm I actually ended up dying once. Great balance of simplicity and engaging gameplay with some charming presentation to boot.
Fun game! Cool art, cool music, terrible voice acting....J/K it was good and surprised me lol
I wish the attack looked a little more impactful, like a fireball or cool spin or something. Bouncing from one spike into another was kind of annoying, but whatever lol
Funnnn! The art was awesome! So professional and cute. The candies and character were drawn so well, and the UI as that bar on the left with all the cob webs and jagged edges - beautiful. The game was mechanically sound for sure, but a little frustrating initially. Finding out how the spikes, purple blocks, green blocks, and cement blocks all functioned differently was quite a trial and error process. Also getting used to the relatively short duration for the attack's active frames and its relatively long cooldown time, that was a little unintuitive. But the concept of endless loop was super cool, and the challenge of collecting all the candies kept me trying over and over till I beat it. Excellent stufF!
Absolutely fun game! Love that voice in the menu, and artstyle is wonderful. It seems a bit non-ambitious, but i don't think that you need to improve it, because it's perfectly now! The character is so cute and sounds are great, overall it's one of the funniest games i've played in ludum dare! Love you that man, who did this, thx for wonderful experience
The graphics may not be the fanciest in the world, but dang are they well made. So far, this is actually probably the most fun I've had in a game this LD. The brilliance of it lies in the simplicity: the mechanics are straightforward and there's little visual clutter, but what's there all works together to create more than the sum of it's parts. Honestly, if there was some greater progression (more levels?) where you weren't stuck in the loop, this would actually make a great complete experience.
I will say, my one real complaint is that the audio is quite jarring, though I love that you included voice acting and all the little sounds Mr. Cheeks makes. A bit of time spent on audio mixing would go a long way and would really round out the package. Overall, really nice job.
Oh man, the "You win" screen is hilarious! I love the voice acting, and the music is a bop! Seriously excellent work all around, it's such an adorable game from top to endlessly-looping bottom! The hat on the character is the icing on the cake. Amazing!
Cute style you went with, I enjoyed the goofy sound effects and the fast paced music (really liked it!). It feels really good to dodge at the higher speeds. One thing I found that could be tweaked is that when attacking blocks, your character bounces a lot higher than I would expect and kind of slows down gameplay. If you made that faster with some polished effects it would really suit the satisfying gameplay you guys have built. Well done.
Nice job on this! It looks very polished and nice.
I'll say the one thing that bothered me was my dude would go right through hearts sometimes without collecting them - it seems like the collision system is misbehaving when the hamster is going fast.
The graphics were adorable and I love the voice over that started it. The hamsters different expressions were to die for. This is super polished especially considering how fast you made it. Great job :)
Thanks again everyone, I'm trying very hard to test out all your games too and I know my teammates have been at it as well. We appreciate you stopping by and trying to feed Mr. Cheeks :)
The game looked good! Very clean and consistent throughout. The sound effects too had a lot of personality. The music was ok too but it got kinda repetitive fast because of the short loop with no variety. Of course the game was short enough for it not to get too annoying anyway. Would have wanted to see more visual effects there too to emphasise stuff like getting hit and so on. Like particle effects and screen shake are some quick and common ways to give some punchy feedback.
Looks like you didn't properly plan for any other aspect ratios.
The actual mechanics were executed quite well but there was an issue with the main game loop in my opinion. The knockback from the block punches was just way too much. It took ages for the speed to start picking up downwards and to get to the same position where you hit the punch. And waiting is never fun!
The knockback was rarely useful for actually going back for something missed. Pretty impossible to plan for such moments without memorizing the map completely and organically those moments just did not really happen. It was mostly (for me at least) for slowing down the descent and blasting through the platforms. And for those purposes it was just annoyingly slow. This could be solved by cutting the punch knockback distance and time down by quite a lot. Or you could even do two different buttons for two different types of punches. One with knockback and one without it really. Of course the level design could be improved too to more facilitate the existance of these two different ones.
The max health seemed quite high and the heart pickups were so plentiful that there isn't any real danger of failing ever. Of course I'm very bad at making correct difficulty games too but this might have been just too easy. I could comfortably blast through hitting as much spikes as needed without any danger of running too low on health.
I missed the candy corn on my first loop but managed to snag it on the second one. What would happen if I missed it there too? Needing to do the whole empty loop just to try again? :scream:
How are you supposed to grab this gummy work in the correct way? I'm guessing not glitch through the green blocks with low speed like I did. The through glitching also looks super awkward because the sprites start z-fighting. Same happens when you go through the hearts.
The spike hitboxes were too big. Like physically bigger than the sprite.
And to feel fair, hitboxes would need to be at least a bit smaller than the actual sprite. So that close calls would favour the player and they wouldn't feel like they were hit unfairly. It's often hard to correctly estimate the hitboxes in the midst of action so it's safer to shrink them so when the player gets hit they know for sure it was due to their own fault.
@antti-haavikko lot of good feedback and fair points in here; we're aware of most of what you mentioned but it really just boiled down to timeframe :3 With 1 programmer, 1 artist, 1 game designer and 1 sound guy we didn't have a ton of extra time for balancing and polish, though we wish we did! Ok so that gummy worm! LOL there's definitely an intentional way to reach him; you need to fall beneath to find a little help below :) Thanks for playing!
This is hilarious :D One comments I have is that it's not clear what you can attack and what you cannot. Other than that, I really like the graphics. So polished! Congrats!
Super cute! Great graphics all around. And the attack sound Mr Cheeks makes is just brilliant. Made me laugh every time. I will even admit to attacking thin air just to hear him go "haaaa-yah".
Some of those candy was really hard to get and I felt like hitboxes on the spiky walls could be smaller. Gameplay is simple but achieving candy-flavored success is quite hard!
So cute! :hamster: Going with a Halloween theme was really clever and seems obvious in hindsight, but this was the first entry I've seen to do that. The graphics, audio, and mood were all perfect and I especially enjoyed the chiptunes. Having a victory song was also a nice touch. Great job!
Comments71
Little Guy: AAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!
Legit made me laugh out loud, well done. :ok_hand:
Despite the simple premise, I like that there's some depth to the mechanics here. Attacking to stop yourself from ascending too high was a really cool thing to discover. I never quite figured out what the purple blocks do though...
Super awesome job on this one!
Nice polished entry, dodging the blocks with the mouse as it sped up is a fun mechanic. It feels good. Almost like a bullet hell.
:purple_heart: :dart: :frog:
The controls is very precise and the mechanic of attack to bounce or break is pretty good. The sounds and the arts was very cool too :)
Thank you for the entry!
Thank you for the entry!
Overall; well done, lovely game!
The opening was incredibly funny, couldn't stop laughing for a few seconds :DD You guys were on point with that!
The gameplay feels a bit too punishing in my eyes, but other than that: great entry! Kudos to this very polished game!
I wish the attack looked a little more impactful, like a fireball or cool spin or something. Bouncing from one spike into another was kind of annoying, but whatever lol
Good entry!
Love you that man, who did this, thx for wonderful experience
I will say, my one real complaint is that the audio is quite jarring, though I love that you included voice acting and all the little sounds Mr. Cheeks makes. A bit of time spent on audio mixing would go a long way and would really round out the package. Overall, really nice job.
Little Guy: HIYAAAAH
I loved it so much ! The gameplay is tight, the music is DOPE. It's so polished too. Great job !! Sp00py !
I'll say the one thing that bothered me was my dude would go right through hearts sometimes without collecting them - it seems like the collision system is misbehaving when the hamster is going fast.
The game looked good! Very clean and consistent throughout. The sound effects too had a lot of personality. The music was ok too but it got kinda repetitive fast because of the short loop with no variety. Of course the game was short enough for it not to get too annoying anyway. Would have wanted to see more visual effects there too to emphasise stuff like getting hit and so on. Like particle effects and screen shake are some quick and common ways to give some punchy feedback.
Looks like you didn't properly plan for any other aspect ratios.
The actual mechanics were executed quite well but there was an issue with the main game loop in my opinion. The knockback from the block punches was just way too much. It took ages for the speed to start picking up downwards and to get to the same position where you hit the punch. And waiting is never fun!
The knockback was rarely useful for actually going back for something missed. Pretty impossible to plan for such moments without memorizing the map completely and organically those moments just did not really happen. It was mostly (for me at least) for slowing down the descent and blasting through the platforms. And for those purposes it was just annoyingly slow. This could be solved by cutting the punch knockback distance and time down by quite a lot. Or you could even do two different buttons for two different types of punches. One with knockback and one without it really. Of course the level design could be improved too to more facilitate the existance of these two different ones.
The max health seemed quite high and the heart pickups were so plentiful that there isn't any real danger of failing ever. Of course I'm very bad at making correct difficulty games too but this might have been just too easy. I could comfortably blast through hitting as much spikes as needed without any danger of running too low on health.
I missed the candy corn on my first loop but managed to snag it on the second one. What would happen if I missed it there too? Needing to do the whole empty loop just to try again? :scream:
How are you supposed to grab this gummy work in the correct way? I'm guessing not glitch through the green blocks with low speed like I did. The through glitching also looks super awkward because the sprites start z-fighting. Same happens when you go through the hearts.
The spike hitboxes were too big. Like physically bigger than the sprite.
And to feel fair, hitboxes would need to be at least a bit smaller than the actual sprite. So that close calls would favour the player and they wouldn't feel like they were hit unfairly. It's often hard to correctly estimate the hitboxes in the midst of action so it's safer to shrink them so when the player gets hit they know for sure it was due to their own fault.
Anyways, good job! :thumbsup:
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/767511277?t=8h01m22s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Some of those candy was really hard to get and I felt like hitboxes on the spiky walls could be smaller. Gameplay is simple but achieving candy-flavored success is quite hard!
Good jam job :)