Grabanakki by Saturnyoshi
Clear level after level of monsters, using the very blocks you stand on as your only weapon. Can you defeat every foe without falling through the shrinking foundation?
Features:
- 30 levels of block-throwing combat
- A variety of unique enemies and throwable blocks
- An original soundtrack
- Controller Support
- High quality pixel art graphics
Controls:
- WASD/Arrow keys - Move/Aim
- Z/Space - Jump
- X/Shift - Grab tiles/Throw
- Hold Up/W or Down/S to aim your throw.
- Esc - Pause
- Throw a tile downwards in mid-air for a boost!
Credits:
- sarn - Programming
- THX - Art
- valentines - Art
- orisghost - Art
- NotYourSagittarius - Art
- Snakeblock - Art & Level Design
- squp - Level Design
- Shrombus - Level Design
- Routt - Music
- Mista Jub - Sound
- attfooy - Concepts
- bub - Thumbnail Image
Game design by everyone involved.
Changelog: - Fixed the player not being spawned in a certain level. Oops. - Added a block to 3-5 to fix the difficulty being much higher due to an oversight. - Fixed certain enemies walking offscreen and never despawning. - Fixed the final encounter's music never restarting correctly if the player died after clearing the wave. - Fixed 1-2 incorrectly spawning enemies from multiple waves at once. - Corrected an oversight in enemy behavior that made 3-1 much more difficult than intended.
| Link | https://team-bugulon.itch.io/grabanakki |
| Link | https://team-bugulon.itch.io/grabanakki |
| Original URL | https://ldjam.com/events/ludum-dare/49/grabanakki |
Ratings
| Given | 13🗳️ | 7🗨️ |
Somehow, I felt like the first time I played ice climber.
Nice work!
I'll keep it on my laptop and try beating more levels tomorrow! :)
Graphics, audio and feel were all good.Really well done.
Anyways, the music is great, the graphics are neat and the game design and level design are well done!
seriously though this is incredible! only complaint so far as that there's a bit of annoying bug where you can be inside the grey blocks, then if you try to pick it up from inside it just takes whatever's beneath you instead
Definitely one of the top games I've played so far!
I found the controls pretty frustrating until I swapped to using a controlled (curse you Sticky Keys), but an excellent experience even if I wasn't skilled enough to make it very far.

Everything is really high quality, amazing yall can do this and so much in such short time! Congratz!
Maybe a bit too difficult, but still, it's incredible the amount of polish you managed to get into this game.
Congrat for your work !
Excellent graphics, sound and polishing, but that has been said so many times already.
I don't even know whether I should congratulate you on keeping or raising the quality bar, since your previous game was also excellent.
Make Grabanakki merch, I'll buy some.
No time to type, I need to go play more Grabanakki.
The core game design feels really good. Your terrain (and safety) is your weapon. The controls took some time to get used to. I think I need a twin stick setup because my brain can't quickly throw in a direction and control using the same inputs. The single hit life made the levels feel a tad long and punishing though. I only got to level 4 or 5 because it got too frustrating to get hit once on the last wave. A little safety net for hits would have felt great.
Y'all did a great job on this. I expect this will place pretty highly. :)
The little animation at the end of the level is buttery smooth
AMAZING!
The controls didn't really click with me tho, maybe WASD to move and arrows to pickUp/throws would have worked better ? (Now it creates other problems for people that don't have arrows, so idk really).
a touch... of French? Anyway it's a cool game.
Still, this is a really solid entry!
Congrats to the team for making such a big and well polished game!
One of my favorites from this JAM.
Everything is very well done and polished. Practically an "Official" game.
Congratulations!
1. Thank you for including controller support, I think with keyboard I would have given up in early level.
2. Great presentation: graphics, animation, sound
3. So many types of enemies
4. Hard, but fair (mostly)
5. Great game meachanics
A few polishing things, but minor and even a production game can have these.
Congratulation!
Amazing entry, love it!
@saturnyoshi I can't speak for others, but I really had one "critical" piece of feedback on the controls, and even then I see it more as a design choice, and that is the aiming.
I actually played this first on controller, since this is the first entry I saw that specifically mentioned that there was controller support (thanks for that, by the way!). But I mention this because I think playing on the controller first lent to this feeling even more: that there should have been 8-directions of aiming. First playing with the analog stick, my brain assumed that I would be able to, and it was only throwing in the four directions, I thought I was aiming wrong or just got the sense that it was not as "responsive" as I wanted it to be. I even tried aiming with the other stick for a moment, which did not work of course and in hindsight would not have made sense.
So that was really it for me, and I got used to it pretty quickly and wasn't really a problem because I understood the constraints, but it did leave me with that early window of just feeling "this isn't quite right".
This is not even really the kind of feedback where I suggest you change it, that's up to you all of course; there's no doubt that allowing 8-directions for throwing would change a lot in regards to the difficulty and therefore the enemy/level designs. Did you all play around with 8-directions when prototyping? What made you land on how it is now? I'd love for you to talk a bit about that.
I genuinely think every other aspect of the controls are great, though; jumping, picking blocks up, the movement itself. Really excellent work. It's crazy to see what your team can do in 72 hours; I see you all have worked together before, and it shows.
the left / right keys for a moment.
I wonder if the problem would have been solved by more explicitly telling the player "you can throw in these 4 directions" in the tutorial? It's a tricky problem to solve.
Thanks again for leaving such detailed feedback! It really helps.