Sounds like a really fun idea
BYTEr
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Sorry the card cutting wasn’t explained better. You’ve got it, you needed a certain number of ‘tabs’ or actions above the line to cut. Each enemy has a different amount of actions they’re taking and you just have to match that, so first enemy has 3 so you need 3 actions (you mention they need a card just to clarify you are able to just use the top section of three cards or 2 sections from 1 and 1 from another etc). Also the pre-fight screen is one part shop, so you can buy new cards, and one part showing what enemy you’re facing next, the numbers to the left show the action count they require and the number above represents a slay the spire like tier. We really appreciate the feedback thanks for playing.
Not to brag or anything but I did score over 970,000 points. I did fall off the map without dying and got to do a minute and a half of tricks and backflips which did contribute in some part to that score. I’ve got huge nostalgias for line rider so the game brought back lots of those memories which was really nice. Getting to erase the path as you go is a really smart idea, I didn’t get a moment where it felt like a clever solution to a problem but fun either way. Nailed the tone good work
Really like the writing, really funny hearing barb give corporate briefings about human flesh hahha Had a good job papers-pleasing it up. I would have liked to see the rules expand and change but I’m sure that was the plan and just limited by time. One element from Papers, Please that would have been fun to see twisted is the larger moral questions, could be really funny to subvert those emotionally driven decisions, you t it up the same way but even when the player makes the a morally correct decision someone gets eaten anyway, for example. Great game really fun tone.
The game has a really interesting vibe, and I really like the crt shader. I did find the parallax a little distracting as the tree line is moving faster than the game but the game level is closer so should be faster, all of the trees relative to each other are moving correctly just the whole thing should be slower than the game elements. Lots of levels impressive amount of work!
The intro comic was super cool, a lot of love was put into adding a world and personality behind the mechanics which can be really hard in a jam so it was really appreciated. Encircling the enemies was a fun way to erase them and a fun use of the theme.
I would have liked to see the core encircling mechanic be tied more deeply to having two controllable entities, not exactly sure what that would look like but I spent a while just using one characters to defeat enemies (when they shared the same space). The enemies could even be coloured coded where each player can take out certain enemy types, could make the use both characters more dynamic. I also had a small issue with realising what the faint line was for and it took me a bit to see the scissors the first time as they’re quite similar in size to the flowers and other decorations.
Really cool game and really great work on providing a setting and narrative to ground the mechanics.
This is so good! I love the options that open up being able to use water to clear tiles, it takes quite a punishing tight grid and allows more skilled players (not me) to expand their options. Mixing a match 3 cascading pieces with polyominos truly great idea.
A few nit picks (the game’s great these really aren’t a big deal) It may end up being a bit burdensome but for such a tight game the shape order being randomised can feel a little too swingy, especially with the pieces varying is size quite a bit. I don’t think a determined order would be better but a randomised order where you get to see at least the next shape coming up could be a good balance. Also one of my favourite parts of tile laying games is counting points, especially when there’s more complicated scoring than pure size. Every time I got my score I hoped the score tracker was only tracking absolute sizes and not bonuses from mountains etc. definitely a personal thing but a Balatro esque point count up could add a little drama to the end of a stage. Obviously players can just count stuff themselves idk I just like to watch the number go up (especially with placement specific bonuses).
Really impressive game even outside of it being a game jam!
Moving the mouse on an in game computer feels so good I gotta make a game that uses that, feels like the game just won’t let you go even when it should its great. Good tense atmosphere and deciding to erase people is in its won right an unsettling concept which is kind of worsened by lack of context. Really cool stuff!
Really cool idea and really really great visuals. Took me a bit to internalise the rules and apparently couldn’t wrap my head around what cards can block in what situations (I was confident and wrong so many times hahah). Even still the symbols when I can attack or block helped a tonne. A really fun puzzle to figure out best execution order. I may have just been bad at keeping track but I assume the deck resets after each battle?
Could be fun to pull from trick taking games and take advantage of fuzzy card counting, having some idea what’s left in the deck based on what you’ve played (obviously perfect math would make this a little insufferable so probably would need some light randomiser). Just would like to have consequences for what cards I play, Maybe I take the hit here cause I really don’t want to use all of my kings early sort of thing. Also would force players to try and only ever spend the exact number they need no more.
Really fun concept would love to see what this could be expanded into!
I played this a lot longer than I expected I would, I realised with the 20% health back using the bat mimic if I dumped all points into attack I could become unstoppable. The scaling with upgrades is really strong so I played until I could 1 hit the boss, such power hahah even with it all stripped back the core is solid and inherently addictive. Also was very nice to not be reset after dying.
The mimic ability could be a little more dynamic if you can only copy 1 ability at a time, meaning you might actually swap what ability you’ve copied mid battle, you know you plan to block for the next couple rounds so you spend a turn to swap from bat to spikes mimic.
Not sure if it’s the only cause for the game stalling but it did it for me if the residual damage from the shield dealt the killing blow for the round. I was able to reproduce it as well and had no problems as long as I used an attack to kill the final enemy.
Really fun stuff had a good time!
Nice work! Fun integration of the story, nice touch. The pixels slowly rising through the ground was very intimidating as well. Could be fun to have tighter maps to keep the intensity up. I found the double jump only on the rise a little difficult to get used to but I could probably clear most of the map otherwise in a single bound so probably for the best.
Oh no sorry about the bug, that one slipped through the cracks not entirely sure why it would crash there I’ve not had other reports of it. Also add being able to swap cards in the controls section of the page completely forgot about it.
We did originally plan to have the actions be erased off but came up with the guillotine and thought it’s presentation had way higher interaction potential. Also the consequence of one thing erasing many actions intriguing. If it helps convince you I do literally call .erase() when removing the sections hahha
Thanks for playing and your valuable feedback
We really appreciate the kind words. Yeah we probably could have done a better job making it explicit you can drag the cards higher than one, glad you figured it out though. Also sorry for the bugs, that one happened so infrequently I nearly never ran into it so couldn’t really reproduce when trying to debug it. Thanks for playing