Hi! I'm certainly not the first one to use this effect (perhaps the first in a game with this kind of aesthetic) :) I appreciate you asking and I would also appreciate the shoutout <3 Good luck with your project!
Bálint Magyar
Creator of
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Hah, I kind of regret exposing that much of the rules on the page as it seems more intimidating than they actually are once you start playing. Unfortunately I had to deprioritise the in-game tutorial, but I'll likely be adding that in a post-jam version.
1410 is pretty good! Thank you for playing and for the feedback!! :)
I was surprised how usable the interface was at this resolution. I got the core mechanic very fast, but it took me a while to understand the bonus system. That clicked by about mid-game and accelerated my progress nicely from there.
My only complaint is that it was a bit difficult to orient myself around my settlement due to the darkness, but that's what you chose as your main narrative theme so it's understandable, and it didn't really hinder gameplay much.
Very chill game, well done :)
The polish on this is incredible.
My only gripe was that the scale of the character combined with its speed make for a quite disorienting experience, but I do feel like the somewhat merciful amount of dangerous obstacles —at least near the beginning of levels— counterbalance this somewhat. Zooming out helped quite a bit though!
Overall a really really solid entry. You should feel proud!!
I love the main mechanic, I love the character design and the mysterious setting, and I love the cheeky bending of the 64x64 rule ;)
With regards to gameplay, I struggled a lot with figuring out which exit can be traversed by which character, and when the characters were in the same room there's no way I've found to discern which one I was controlling just by looking at it. All in all a pretty solid package, well done!
I would consider somehow disincentivising hovering near the top of the screen. Right now it makes little sense to reduce the umbrella's coverage by bringing it closer to the bottom, unless due to the second or two to hit the powerup collectible, which is not a whole lot of time.
While the gameplay is quite simplistic, you have a complete package here including a main menu and some settings. That's good scoping! :) Keep it up
Very clever core mechanic and elegant level design to underline it. You've got something here!
Honestly my only criticism is the slight quirkyness to the character/camera that results in some jitter which is a bit distracting, but otherwise the level of polish on this is nuts.
Incredibly impressive for a solo project, bravo!
There's a LOT packed into this jam entry, you should feel proud! I played on normal difficulty and I did feel like I ran into some bugs (all the boss did was defend), but it was a fun experience overall!
You picked a tough genre to balance and mixed in procedural generation to boot; I think the biggest issue is somewhere at the intersection of these. E.g. how rare a particular material is vs what kind of skills it gives me access to vs the return on investment on the cost to use those skills in battle. Because of these imbalances I was gravitating to only 2 or 3 of the many available skills to get the most bang for my buck, and likely missed a bunch of cool stuff.
I liked the graphics in general, and the VFX in particular.
Impressive effort for a solo project! Keep it up :)