I Have Put The Creature Into My Gun by Jezzamon
Just a lil' platformer about a bunch of lil' guys.

Play it here! (Web, HTML5)
Or, try out the version with some post-compo tweaks based on people's feedback:
Post-Compo version! (Web, HTML5)
Stuck? Check out the walkthrough:
https://youtu.be/Sw5vLBeR3ko
Controls
- Arrow Keys to move
- Z to jump
- X to shoot
- Shift to switch guy
Alternate WASD controls
- WASD to move
- J or Space to jump
- K or Right Shift to shoot
- L or Left Shift to switch guy
Note: There isn't a proper "you win" screen, but there is a special ending place you can make it to if you're clever enough.
Porting tweaks:
- Added WASD control options
Tweaks in the post-compo version:
- Added more graphics so the different areas can be distinguished more
- Add more clear messaging on the death screen / title screen so it's clear what buttons you need to press
- Slightly improved hurt animations
- More coming soon??
Ratings
| Overall | 46th | 4.024⭐ | 23🧑⚖️ |
| Fun | 20th | 4.119⭐ | 23🧑⚖️ |
| Innovation | 86th | 3.738⭐ | 23🧑⚖️ |
| Theme | 40th | 4.143⭐ | 23🧑⚖️ |
| Graphics | 91th | 3.881⭐ | 23🧑⚖️ |
| Audio | 60th | 3.738⭐ | 23🧑⚖️ |
| Humor | 56th | 3.675⭐ | 22🧑⚖️ |
| Mood | 86th | 3.7⭐ | 22🧑⚖️ |
| Given | 9🗳️ | 15🗨️ |
- The "was hit" state was very confusing the first few times I encountered it. Pressing buttons didn't seem to do anything, so I stopped pressing buttons when I got into that state again, but then it DOES take button presses to recover? The sudden stop and then nothing was very unexpected. I guess at least a flash to indicate a hit? Or a clearer "fall down" look?
- Lack of distinct landmarks made it so sometimes I see a path that looks like a new place, go/fall through and realise I had already been there and have backtracked a bunch. The inability to look ahead downwards or another direction also contributes to that, but it's a minor gripe considering.
- The quips being bottom left didn't feel right. Having to look so far away from the action to read tiny text... Maybe centre upper screen? Also no biggie.
- I had to play cross-armed because I'm used to left hand on wasd and right hand on action keys... Z and space is incompatible with wasd, which actually does work. Also not a major thing for a jam.
I had a major problem with the keybindings as my keyboard doesn't have arrow buttons in a configuration and when using WASD there's no way really to use Z and X comfortably as action buttons. Some alternatives on the right hand side of the keyboard would be nice.
I for some reason missed the swap critter type action but I don't think that was the reason, but I felt quite softlocked after getting my first orange one very far down to the left. There seemed like there was no jump or a need for two orange to be able to get any further.
There were also some glitches on the tile rendering (playing in firefox)

And thanks for uploading a gif of the rendering problems! That's so annoying. \*shakes fist at firefox\*
The music fits well with the game, same for the sound effects. I actually love the idea of shooting those tiny creatures. And the speed at which they travel, plus the stretch is quite satisfying :smile:
Great work, super impressive!
* It felt a bit too floaty, usually the fall is faster than the rise which doesn't seem to be the case here (tho the floatiness makes sense here given the setting).
* Short hops are usually cool (short press on jump gives smaller jumps).
* I believe there isn't any coyotee time, tho it feels fine on this aspect as it is so probably not really needed (or just a little bit).
* I think I had some times while playing where I would have liked some input buffering on the jump.
Now obviously for a compo you can't do everything. I don't mean to say that without these controls are bad.
- No short hops this time, that's true. I've done that in the past, but here I kept it simple -- one advantage of that is that you can get the full jump height without holding the button down, which is helpful for beginners in the platforming parts. I try to make games that are accessible for Ludum Dares but maybe there's a way to balance the two... I shall think about that.
- Interestingly, I actually did implement coyote time in this game! I kept it relatively light though, just so it helps you rather than totally lets you jump in midair.
- No input buffering -- I did actually some basic input buffering initially, but didn't have time to implement something that I would be happy with with the double jumping, as when you're near the ground often you want it to not double jump and instead buffer the jump for when you land. Which is a little more complicated than just delaying the input.
The one thing that's new to me is the idea of falling faster than you rise. I've seen some games that do that but it always bugged me because that's not how physics works lol. But perhaps I'll look into it more! I found an old GDC talk about it.
Anyways, thanks for that detailed response!!
Oh also loved watching the tiny creatures spill out of lanterns then run around.
Very nice little entry!
I jumped over the first creature. The next section counts for 10 tiny creatures to pass, which then is not possible.
The lines between the tiles are flickering, which is a little ...