that's cool to read you gave it another try!! the bug you had with the tutorial is strange, i don't think anyone else got this, i'll try to see where this can come from!
amarokczukay
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oh no :(
i agree that the tutorial is not the clearest and there are much things that should be explained in another way to be more understandable!
i'll answer your questions,even if i doubt you'll try again, but maybe it can be useful for next players too:
- the overall goal is to reach the highest round possible. a round has 3 phases: 1 where you throw your die, one where you buy upgrades and one where you protect your pips.
- the bonus works on faces of your die: you put an upgrade on one of the faces and voilà ! "extra dot" gives more pips on the face, so when you roll it on a later round, you'll get more points (for example a 2 becomes a 3, etc) ; "echo face" is like a multiplier: for example if you have an echo face on a 5, you'll get another 5 points when the die falls on this face, if you have 2 echo faces on a 5, you'll get another 10 points when you roll it, etc ; "shield face" acts like armor for the 3rd phase (the minigame), reducing your damage by 25% for each upgrade on it
- the minigame (which has a rhythm issue and is too long compared to the rest of the game) is the 3rd and last phase of a round: you have 6 "battles" in it, one for each face. for each face, you control the number of pips in this face and you must avoid the red dots, because if they touch one of your yellow dots for too long, this yellow dot is destroyed and the face it was on gets -1 (for example you're on a face with 6 pips, and you lose 2 yellow dots, then this face will only give 4 points when rolled and not 6. but to be fair, it's quite rare to lose pips on the beginning, it becomes something around round 7+ so i can understand you just saw that and had no idea why it was here!
- how to throw the dice is explained in the tutorial and tbh this is maybe one of the clearest things explained there haha
i hope it's a bit more understandable now :)
happy to read that you found the tutorial intelligible because it appears to be more confusing than the game for many players haha
you're right, there is an issue of rhythm with that phase. i got some ideas to make this phase shorter, less repetitive and overall simply better, if i ever work on a postjam version of this!
thanks a lot for your feedback!
the art is incredible, very well done, super polished!
at first i was a bit confused by the tutorial and decided to give it a try anyway, and playing was easier to understand (but i can't say anything, my game has that problem too haha)
i think that sometimes, having 1 central path and 1 double outer-path makes the game kinda easy since you just have to be in the middle and juste scale yourself no?
the strategy i found was taking some damage at the beginning so i can make powerful vampire cards, and then getting all my health back while smashing ennemies. i tried some rounds with thorns but i'm not a big fan of it.
oh and also, i don't know if it's supposed to do this, but almost all of the times i had to chose between cards (before a new round) i had the choice between 3x the same card so la question elle est vite répondue
as a 1000+ hours slay the spire player, i can say i like this game, it has a lot of potential! some small improvments could be made (for example not having to select yourself when you're using a shield card) but for the time you had, i can't say anything else than GG!
looks like thorns only gives retaliating damage to enemies but don't shield you right?
i got to round 11, so cloooooose haha
a roguelike pinball??? i freaking love this game! simple UI, many different bumpers and balls, having to constantly switch between big bumpers and big flippers, honestly this is so cool! i can only wish for you to sell a post jam version of this with many more new things because honestly i think i'm not the only one that would play it a lot!
i think you should have more flexibility on the position of bumpers so they don't always end up in the same position (like having 2x more possible positions would be cool i guess)
also (but if you ever work on a post jam you'll work on that anyway) the balancing is a bit strange since it's easy to score like 100x very soon. maybe tweaking the bumpers stats, or just by making the score to beat even higher each round?
great entry, one of my favorites so far!
a bit confusing at first because i didn't understand i had to hold left click ton check the costs, i was just single clicking the scroll and nothing really happened haha
apart from that, your game has a lot of qualities: once you understand it, the gameplay loop is simple but is becoming quite hectic with time, art is simple yet cool, i love the fact that sometimes your weights just fly away when something very heavy goes on the scale!
oh and i found the font not super readable, especially for "5" that at first made me think it was a "$"
i loved playing it but my browser didn't share this opinion unfortunately. i'll download the game and try to beat my 5000-ish score! Great job, really fun to see those named creatures from previous runs. i find it a bit hard to attach the parts where you want, it often ends up in them being attached randomly, but apart from that, i had a lot of fun!
loved the idea but the game is too difficult for me, i don't have the dexterity to both dash enemies bullets and scale myself at the same time, i ended up just being middle size all my runs. maybe i was killed too soon but is there a way to gain health (wether it's gaining back the hearts you lost or gaining new ones)?
i loved this game! it's pretty addictive and i can totally see myself play hours! it's really complete and has a lot of upgrades which is great for a jam game, very well done! the idea is very cool and the art is also nice. it seemed a little hard to apprehend at first, because the mage killed all my skeletons and i didn't see i had spikes but after that all went smoothly!
here are the only things i would like to see if ever you want to make a full game out of it: a way to keep the speed value (i was at speed x2 during all the runs but i had to select that speed again every time) and a way to have the camera centered on the hero so i can have a full playthrough of their run without having to dezoom a lot
i liked many things about this game: art is on point, tire stains are great, the idea is fun and honestly i love car collisions (in game of course haha). but i found the controls to be super tricky since i'm used to use arrow up to move forward and left/right to turn. apart from that, i had great fun!
i got only 140 points but let's put that on the fact i'm tired, and hope i can do better tomorrow! it was really fun to play, once you understand how to properly use powerups it gets even better! and i was surprised that snakes could attack their fellow snakes, but why not after all, i'm clearly not a snake expert!
there are many layers of cool ideas in this game! i loved the 2 phases gamestyle, i wasn't prepare to parkour over my own traps hahaha! also being able to chose the number of villagers was kinda cool! however i had a bug on my last run, which caused all the traps from levels 2 and 3 to be moved before i had to escape, and they were like in walls, so they weren't threats anymore.
first of all, i'm always really pleased to see a fellow gdevelop user :D
your game was super fun! i don't know if it's targeted to one or two players, but i've played it without friends (sad isn't it) and it was a hell of a dexterity exercice! it was really fun to play and i'm sure it's good for my brain too!