Thank you for playing, and for the feedback! The idea behind the enemy is that getting caught is a game over (you die before you completed the trials) which is treated differently from just making an incorrect choice, but I agree that a full reset is pretty harsh of a punishment.
carolynneon
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I like how mysterious this was! There were a couple of UI quirks (combine button gets stuck saying 'success,' lit candle is still called unlit) but it was overall a fun experience.
It was cool how some of the puzzle hints and mystery clues were in the item descriptions, the inventory mechanics were pretty unique!
Impressive job, Zalame! The controls seemed a bit sensitive for me, but the idea of a 3D platformer with multiple characters to switch between was very cool. I would've maybe liked a level select, or some way to better see the rest of the level so that I had a better idea of what's coming up and could plan when to spend my coins accordingly.
The yellow boundary walls reminded me of Fall Guys for some reason :p
Wow, this was really cool! The coding was very intuitive after I figured out how to open the interface. I didn't realize that I needed to reload the turrets at first, but once I did it was very satisfying.
I didn't really get the feeling that I was collaborating with AI, but maybe it was more like creating AI?
I made a mess of the cards...
The chance to draw negative cards along with the schemes was interesting, although it wasn't really clear when I needed to deactivate them .
Also, I got the vault strength to a negative number before trying the cipher, which felt like it maybe should have ended the game automatically.
In any case, awesome game and great take on the theme!
Thanks for playing!
I kind of agree about the scoring, there is a lot left up to chance but with the right strategy the odds of a higher score can be increased! For example, it is possible to leave the starting area without ever collecting a 1 by picking up a 2 or 3 first each round, or you could collect a 1 to escape for the first round and use the same route on subsequent rounds. My original idea included multiple maps and different faces such as score multipliers, but those didn't fit within the scope for the jam.
For now, I guess you could say that getting a high score is just a roll of the dice :P.