Thanks! I'm happy to hear you had fun playing!
CV33Games
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That was really fun! I didn't see the how to play button the first time around somehow, but I managed to figure out the controls anyway after a few attempts. It was a good touch that the different elements for the player's attacks were not just color swap, but also changed how the attacks worked. Gave each 'mode' a distinct feel.
I really enjoyed the concept on this game. I had some trouble playing it since it was lagging like crazy on my computer. I don't know why, but my PC just really hasn't liked any of the Unreal Engine games in this jam that I've tried so far, so I think the issue is on my end. According to my task manager this was using 100% of my GPU, lol.
The first time I tried it, one of the enemies got stuck on the wall. When I checked back on this page I noticed the other comment mentioning that trying again worked. I did not encounter this bug when trying the game a second time. My best guess is that they are spawning too close to the wall. Still, I had fun playing it and it was an interesting concept. It worked well other than that one bug.
I loved the look and music in the game. I got caught before getting the first copy in place of the original, but it was pretty fun trying to plan out my route. I did get caught because of the camera though. I was moving away and then I just couldn't move forward for a few seconds, I am not sure what I was walking into, but I was just walking in place.
Thanks! I'm glad you enjoyed it. Yeah, in hindsight it seems obvious to give a little damage pop up or something like that for the player. For the flags you get victory points at the end of each round (so after the enemy turn really) and you only need so many to win, which is the little bars the fill up at the top of the screen. The new game menu has a slider so set the goal, but the default is pretty low, so it leans towards being pretty short. Would have been a good idea to display some more results in the end screen like active units and victory points totals. Just didn't think of that at the time, lol.
I had fun playing this. I got lost for a little bit, but I did manage to figure it out and get the sword, then get out the exit.
I had a few moments where my guy got stuck in this 'climbing' animation while facing the camera when I was trying to grab on to the wall. I got out of that issue by running into the wall and trying again to jump onto it. Eventually, that worked. I'm not quite sure how it got it stuck like that. I just ran up to the wall to grab it and 99% of the time it was fine, so I'm not sure what I did unfortunately.
It looked and sounded great. The game felt good to play as well. I like how the ability to climb on all the surfaces off-sets the fact that your guy can't jump very well. I only took damage once and that was when I fell from pretty high up, mostly to check if fall damage was a thing. It would be a good idea to add in a bit for variety to the challenge, like enemies or a puzzle or something like that. Doesn't need to be everywhere, just a little bit here and there.
That's quite the backstory to this...
My keyboard doesn't have an 'Any' key so I couldn't start the game...
Ok, being serious now. That was pretty cool. It was really easy though, that's fine it is just a demo level so I'm not overly concerned there.
I laughed when I finally noticed that my guy was t-posing the whole time and it was actually really funny that the boss was too.
Overall, I think leaning into the 'shitpost energy' would be my recommendation. It's your call of course, but I liked it.