Keyboard player 1:

A-D to strafe. K to peck. P while pecking to perform a lighthit. W-S to angle pecks. space to Jump.

Keyboard player 2:

you really shouldn't play this with a single keyboard.

left-right to strafe. altgr to lighthit. shift to peck. up-down to angle pecks. ctrl to jump.

Controller (xinput):

d-pad or joystick to move/angle. a to jump. triggers to lighthit. x to peck.

Try restarting the game if it minimizes, i included the project if you are curious about the programming etc behind it.

You can play alone if you have no one to play with, but you'll always lose. you can still knock the eye around tho.

The goal is to get the oponent to blow the eye up or to blow it up near them, you can also peck them to knock them around a bit.

this was made by @WaxDevs ( and @RaySixx ( ) in the span of about 12 hours of work, hope you like our first gameJam entry together and my personal first gameJam, it's really dumb.

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  • Atomic
    Lv. 19

    Sweet animations, very juicy content. The menu is also supreme. The whole game looks very DOS-y, I don't know how you managed that. Other than that, it's conceptually unique, is it Norse mythology?

    Gameplay isn't well polished, or like, I don't get it. The pecking has such a limited range both literally, but also which angle you're bouncing the eye, which makes it hard not to just bounce it in a right angled line.



  • Jupiter Hadley
    Lv. 13

    Nice graphics! I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :)

  • Veralos
    Lv. 38

    The concept is bizarre but also pretty interesting and creative. I didn't have anyone to play against, but it's still kinda fun flying around and bouncing the eye all over the place. The graphics have a neat style to them, though some sound effects would have been nice.

    As far as I can tell the menu only works with a controller. While controller support is nice you really should let people control the game with a keyboard since not everyone has a controller.

    • David Tirado Leiro
      Lv. 2
      David Tirado Leiro Developer of Super EyePeck

      5yrs ago

      The menu and player 1 controls switch on the fly if it detects a controller plugged in, so if you press any keys while a controller is connected it won't work, at least thats what i remember i programmed. Thanks for the feedback.

  • Kwis
    Lv. 67

    Same as Baku. In fact, if he didn't mention the project file, I would maybe not have playd it... :/

    In any case, the controls felt rather counter-intuitive (wasd and space is okay, although I'd NEVER suggest to use space to jump in games other than fps), but k and p felt kinda arbitrary. especially since it denied controls on 1 keyboard for a second player. Keep in mind this is a game jam. Don't assume people have a controller/second keyboard laying around. Keeping things simple is always good! Also too bad the game misses sounds :/ Also is the crow color at random when you switch? Cause I kinda wanted to reliably found a color i liked, but it kept being an unexpected color. Maybe have less but predictable color choices. Note regarding the theme: I don't find the approach close enough to the theme. The countdown didn't feel important enough. It's the same kind of approach other might have done, like having a limited time to complete a level. I mean, it's a countdown, but it's a rather average approach in my opinion.

    Aside that, the visuals are cool. I like how each movement has a different color and how you have some kind of trail effect with the crow and the eye! In this regard the game feels nice!

    • David Tirado Leiro
      Lv. 2
      David Tirado Leiro Developer of Super EyePeck

      5yrs ago

      The reason for k/p (and l) is because those are the controls that come naturally to me when i use keyboards, granted a lot of people use xyz but i find those terribly uncomfortable, probably because i have big hands. I did assume people would have at least a controller and a keyboard, mostly because everyone i know that plays videogames have one of each at least, it may have been an oversight on second thought.

      Yes, the color is completely random. We ran out of time since we had around 12 hours to make the game, so some ideas had to be scrapped, mostly regarding the countdown with the eye. Originally it was suposed to be a regular countdown, and the score would be based on an algorithm similar to ssb, the original idea was kind of a time-based lethal league, but as i said, time constraints (we picked up on it really late, but i still wanted to post something).

      Either way, it's a dumb meme game at it's heart and i believe it succeeded at that. Thanks for the constructive criticism.

  • baku

    Do not compile your game as an installer.

    Nobody wants to install a tiny jam game. If you hadn't included the Project file, I wouldn't have played it.

    It was a neat game though, I liked that you implemented gamepad controls! I did play alone, so I guess I automatically lost every time, but still had a minute or two of fun poking at the eye.