Thanks for playing and the feedback! The ice will melt in the future and that makes situations more dynamic in my opinion.
CodeRaurus
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Thanks for playing and the feedback! No, you do have valid points.
I do agree with you for the most part how the dual-spells ended up. We discussed having the ice melt over time to prevent the bottling issue but it didn't manage its way to the jam version. But it does make a difference, I can tell you that.
Quality over quantity sounds interesting, we might give it a spin while we're at it. We didn't do a whole lot of adjusting the difficulty.
There's a lot of good here. Good concept and fitting execution in audio visuals.
But I just could not handle my kobolds, at all. Both in tutorial and the level it felt like they just go unresponsive pretty fast.
The flags didn't seem to do anything in early game. I thought they would be connected to different colors of kobolds.
After dying in my first expedition, I got an empty level next. That basically soft-locked me.
Based on the first death, the combat felt having quite a high difficulty.
Lastly, the Start and Quit buttons at start were quite illegible.
Good work regardless. Based on other comments you got something nice going.
I had no idea what was going on. I was interested, and expecting, to see dudes running between the columns but unfortunately that didn't happen. And it seems I received money from pulling- and some sort of combo (even the odds on the side)? Didn't notice a lot of navigating as described above.
Shame you ran out of time. I hope to see the version that explains things a bit and works a better, though.
I love the concept and the atmosphere. You'll die if you're not careful approaching gunslingers..!
Can you finish the game as a player, though? I think I wiped the whole level clean but got no feedback. Perhaps some sort of UI component to help with this? Additionally, I think the armor pieces were swapping my arms, only one side being golden at a time.
Nice work.
Nice entry! Always a fan of digging games. I liked the oppressive atmosphere.
Considering how large the map is you had to hope for good rng for the wurm's pathing. Unless there was some logic behind it? I didn't see the slowing turrets having any effect. Maybe I was too focused on digging and preparing to dodge out of the way.
The only thing I think was missing was canceling your action, to avoid long pathing and hoping you're not gonna get eaten.
Good job!