An amazing entry, and to think this is only your first game jam is crazy! It's a very ambitious project and one that I would definetely want to see more off! The theme was more than well addressed, and besides the little bugs (such as dragging a dice right in between the two slots to get double damage hehehe) and the font that is a bit hard to read, you have a full game with several fights and scaling enemies and an upgrade shop(with unintended consequences)! Very good job! :D
BunEar
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What an awesome entry, so much content in so little time! There were some really funny jokes and original stuff all over, the jazz band's playing got me laughing so much (although I never found the third one and never could truely experience the real gig!) Oh well at least I got 38 rocks and most quests complete! Amazing game :D
Lovely little game! As others said the artstyle really is the strong suit of this entry, it's so unique and pretty! The music on the polyp stage was a bit repetitive but the planula stage is such a beautiful track, I wish there was more of that in the remaining part of the game! I'm not generally a fan of puzzles so when I died after completing the polyp puzzles and not knowing what to do in the medusa stage, I had to call it quits! I just wish I didn't have to redo the two other stages again and just keep trying at the medusa stage (unless it's a cycle of life and it's actually intended?) Very original entry!
Really? Is it just dice merging screen that was difficult to make or are you talking about the mechanic of merging itself? Cause that definetely sounds like pain haha...
Small fixes is what the game needs, I think the fundamentals are just so fun that even encountering one bug or two did not deter me from playing!
I'll look into Slice&Dice, thank you for the recommendation! And I wish you the best of luck and fun on the game you're working on! :)
Awesome game! Loved the simulation of these little glitchy critters, I had a good few laughs and a shock of horror when I discovered they would eat each other when food was scarce! D:
I do wish there was a pause button as my new creatures would quickly be devoured by whatever monstrosity was made before it!
Very fun submission nonetheless, and incredible work given the short 3 days period you had!
Very fun game loved the puzzle mechanic of switch between the two forms! I wish the signs would actually spell something different out when in human form! Also I can't unhear the sfx of entering the bushes as anything else but a painful transformation D: Anyways very cool artstyle, simple and easy fun little game! Keep it up!
Nice little game! It really felt like Spore met Vampire Survivors! I really liked how different actions and behaviors might alter our creature's shape! Also had an issue with lag during night and noticed some enemies would spawn outside of the world border, perhaps those two things are linked! Nonetheless, fun entry, and I can only wonder what a full game like this might look like!
Fun short and cute little frogger like game(?) The music had me grooooving, really awesome soundtrack! The pixel art was also simple but neat! I also found a weird bug where I would go from tadpole directly to frog and I had the froglet sprite showing up at the same time!
I also wished I didn't have to alternate between mouse and keyboard each time i moved, but other than that nice entry, good job!
Jorel... I will say one thing...
I spent 5 hours playing your game.
.
.
.
On a more serious note, I love the mechanic of mixing and merging, it is so clever! I mean most of the stuff was said by others but, oh my, it's so very juicy and satisfying to play, sfx and vfxs perfectly melded together! I adored discovering every class and finding the most broken of builds (gambler, bard, knifer, enchantress I'm looking at you) It is quite something to witness, especially when getting a few hundred rerolls: it really felt like an enjoyable scoring heaven!
The only negative aspects for the game is QoL really: I wish there was some like Dice-o-nomicon to catalog the different die and the combinations to get to them, even on the 5th playthrough I still was mixing up how to get the pair cleric/spellblade and or the pair dancer/ranger.
Another problem I had is the sorting dice options sometimes broke some dices. It seems the sorting animation stops the rotation of the dice, and if that one dice didnt finish rolling it will be lost for the turn, unfortunate but a little issue I found out about
But that's a nitpick, this game could be released in early access and I would raise an eyebrow and say: "this is early?"
Amazing submission of course, I'm amazed you pulled this off alone in such a short timespan, please make it into a full game!
Amazing game! Spent at least an hour on it!
It would have been nice to have a tooltip to get information on the different stats and such, but once I got the grip I
really wanted to see how far all the different form leveling would take me! Not sure if there is an end to the game (didn't manage to get too far on 4 runs) but it's a very fun concept! I hate idle/auto battler games usually, but this one really caught my attention! Definetely a project that deserves an update!
thank you so much for the comment! I'm really glad you liked the music, since the events are random some people never get to see the mermaid event but I made a track for it anyways... So I'm glad someone heard it at least c: There's a track that didn't make it in the last ritual scenes unfortunately because of a poor audio integration code on my end but 90% of the rest is good so I'm happy! Thank you for playing!
Hey Mew! Thanks for playing! I'm glad you liked the whole concept I went for :D!
I do agree the gameplay is pretty monotonous but that's how I feel about that type of game in general (although my version probably was even more monotonous because it lacked good balancing lol!)
Yeah so the way the waves are spawned is that the code picks a random enemy from a predetermined array, turns our if you're not careful it will deplete all the strong enemies first so there is definitely quite a bit of fine tuning to be done there!
I did think of making a thingy that would show the stats but that was way out of my time limit, I started two days late and published this game on family trip soooo not the most productive environement lol!
I'm not sure I understand what the screenshot is for though..
Hey thank you for playing!
This is amazing praise haha, I'm not a great artist by any means so this means alot, I did within the limitations of what I know to do, turns out it gives that aesthetic! I'm also glad to see someone enjoyed the cutscenes, they took quite a bit of time to craft (especially the end cutscene) That's... time that I could have used for balancing the difficulty.. but oh well! ^^"
Glad you liked the message, thank you for your feedback!
Thank you for playing the game! Balancing the game was definitely an issue, and accessibility was not top notch, I could have better indicated the health bar for sure, it started as placeholder because I had different plans for it in the future, but then I just kinda forgot about it ^^"
I do agree the upgrades feel disruptive but only really at the start I feel like, but you're right the game does take a good 20+ mins to finish, had I more time I would have wanted it to be around 10 mins!
Thanks for the feedback, I'll maybe try and expand the game post-jam!
Yep, alot of it was shaders, the enemy dying is using pixel sorting shader, the rainbow and speed line shaders are layered in the upgrade screen and more... It was mostly open source code, I hace very little experience with them, I hope to understand them better in the future though!
But yeah the balancing did need some more work and I would have loooved a boss fight against the AI: I mean I have all its sprites and animations readily available!
Thank you for playing and for your feedback!
First of all, oh my gosh, main menu music is so awesome, i love it to bits! It's an ambitious project to take on every single wildcard in a solo project, super impressive but also necessarily introduces alot of scope creep. I did like how you implemented the rest and the seasons theme as different planet resting points, that was quite clever! But I didnt understand why some planets suddenly turned into hell planets or into black holes... I haven't quite seen the Not Dead Yet wildcard being incorporated into the game, but perhaps I just missed it... Otherwise quite a fun game! I do feel like a more linear and perhaps a roguelike ish version of that game could have a great potential in the future if you intend on making more of it, nice submission overall! :)
Haha thanks I'm really glad those sleepless nights didn't serve no purpose ^^" This has to be the solo project I'm the most proud of so far!
I do think the theme was possible to implement, most game did it in the scenario, some in gameplay but it either ended up being a bit kinda annoying at times (like the game works against you but hey rage games are a thing!) There is also Blasteroids which has a very clever implementation of it in gameplay, but unfortunately it does make for a short experience! Heck, we gotta keep playing and digging up gems in this gamejam! :D
Thank you for playing! I am happy to see you enjoyed the art and the general atmosphere! I do agree that there's very little player input towards the end, but if you've played that style of game it's pretty common to get overpowered and just go for best scoring really, but I could have done something better for sure!
The theme is not within the gameplay itself but moreso in the story: White relies on its singularity and its simplicity to overpower the player, when in reality, white light is the amalgamation of all the colors in the visible spectrum
TL;DR: The White AI ends up corrupting itself, showing that its very power and existence was itself based on the very colors it was trying to fight off. It's death is the unintended consequence it brought upon itself!
Thanks for playing and commenting!
Whilst I usually like to work more on music, I really did want to focus more on polishing and coding on this project so I definitely didn't spend as much time on the music as I would normally have!
Yeah the pink attack is definitely a bit weaker, but at max level it's very broken with the multishot stat! It doesn't look very good from the get go though, I do have to admit that haha
I actually thought of making enemies shoot at you but didn't find the time to do it!
Same for the boss fight actually, I initially wanted to fight the AI boss at the end but lacked the time! I prefered a less ambitious but more polished project!
The end of the waves being just scorpions is not a bug but a lack of balancing on my end. The enemy waves are predetermined but they are chosen at random from an array: turns out probabilities don't care about difficulty curves x)
Other than that I think I spent too much time on polishing and too little on balancing, I only was able to playtest like 3-4 times the entire run!
Thank you for the thorough feedback!!