Awesome! Nice work on the updates! Definitely liking the new layout for the HUD and the deck building!
Cyborganic Corp
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I love that idea, and I wish I could put them into the game! I think that would be such a great concept for a platformer game like this.
For the level generation in this one I did individual drawn tilemaps for each level. I hadn't figured out the way to do terrains in Godot yet either so it was just me placing each tile with the painting in the tilemap editor. I created more maps than would be required to reach to end to offer some replay value but I think it can also go bad sometimes if the RNG picks only certain numbers by chance.
Thank you for giving it a try!
Those are some great suggestions! You are correct on the move assumption, though I may have nuked the boost a bit too hard since it was permanent. I will try to work on finding a good balance with that. A smaller area would be a good idea as well, especially in those early stages where there are not too many enemies. Love the idea of including some area effects or some DoTs as extra skills in the game.
I'm currently working on an expansion for the game in order to finish up some of the things that I couldn't get to and to improve the game overall. A shadow shader for the darkness theme, some different kinds of potions, different kinds of enemies and some more cool items and stats for the player to spend their points on. Including a stat description is a great idea too and I will add that to my to do list.
I've been posting some updates for the work in progress on social media if you want to see what some of the changes will look like!
Thanks again for the kind feedback and taking a look at my game!
This is such a great game, I really like the concept you came up with to fit the theme. Maxwell was my personal favorite to use with his boxer shadow and deer shadow. Though Ellory came in a close second, her dog shadow was very fun to jump over the opposite side of enemies with to mix up the fight a bit. The visuals with the hands up front making the shadows against the curtain is fantastic and everything feels nicely polished and very smooth. Really nice job on this!
I just took some time to play through the tutorial and try a few games on my own. This is such a great demo! There is an impressive amount of depth and complexity to the gameplay and I think I could spend quite a lot of time investigating the different builds and move combinations. The sun spirit is my favorite daimon so far, without it I was getting crushed!
I did get a little stuck on the deck building screen for a bit because I didn't understand that I was supposed to press space bar to advance after having selected the cards. So for anyone else who may come across this when playing the game try using the keyboard arrow keys, enter and spacebar to play the game.
Overall, this is looking awesome so far and I'll be very interested to see what you do as you continue development! Great work!
Thank you so much for trying out the game! I really appreciate that.
This is great feedback too! On the progression I agree, I think it would be possible to make the game more exciting more quickly. It definitely needs more variety in terms of different enemies, different maps, and other things to help keep the game play fresh. I'd also like to include some kind of a tool tip or visual effect that can help the player point themselves in the right direction so they don't have to wander about searching for enemies to fight.
Having more variation in the enemies HP would improve the game certainly too! Sadly my little demo is sorely lacking in variation of enemies. I'm adding these feedbacks to my to do list and once the judging period has ended I can hopefully start making some of these improvements! I'd like to also include different variety of potions, more visual feedback when they're being used, different enemies, more attacks, the list goes on!
Thanks again for taking some time to take a look and give me some feedback on how I can bring it to the next level!
Thanks for playing and giving some feedback!
I definitely went out of my comfort zone on this one so there are some areas that I just didn't know what I was doing!
I wanted to include multiple play modes but unfortunately just couldn't get that done in time. Lots of little polish tasks didn't quite make the cut!
Thanks for playing and taking the time to leave some feedback!
Totally get where you're coming from I think there are some good ways to optimize the controls better I wasn't able to do that during the time limit but I'll definitely consider how that could be done! The healthy environment meter is kind of incomplete as well. In the current implementation its only tied to the amount of plants that you create so the blight could occupy a significant part of the map still when the player reaches the "win" condition. That's something I would try to improve as well!
This is a very fun game. Great top down ARPG style game play where you battle through rooms until you reach a level up room and choose a new ability to add to your character! The elements of randomness allow for a unique game play experience each time and the opportunity to specialize your player depending on what abilities appear from chance also keeps things interesting. Great job!
Thanks so much for playing the game and taking some time to give some feedback. I think that you are right. Probably most real time style games move a bit quicker than this one. I wasn't quite able to get the balance of urgency vs planning to the perfect point and hopefully that is something that I can improve upon in the future!
This is an awesome game! It took me a little while to become accustomed to the inverted control layout but once I did I was rolling! The size of the world is really impressive there's a lot of areas to explore and there are some easter eggs to find which I won't give away the details to... Dev ;-) The inverted leveling system as well was very interesting as I have not seen something done that way before. Combat was good the abilities are responsive and dodging is important rather than just spamming abilities. The environment was quite nice as well and it was enjoyable to just run around in the game. Overall this was a great game jam game very nice work!
Wow! That is an awesome defense that you have assembled there! I admire your patience and dedication putting that together.
I totally agree with your points on the feedback. If I was to continue working on this current demo I would definitely work on the shooting flowers some more to balance the game and make it more fun. Readability is certainly an issue as well my pixel art skills are a work in progress in themselves so I appreciate that you stuck with it despite the graphical short comings.
Thanks very much for taking the time to try it out and for leaving your feedback!
Awesome game! It was really fun to get the hang of the grapple hook, with a little practice I was able to complete the game. The level was well thought out and it was a nice feature to have the save computers frequently placed throughout in order to prevent the frustration of having to replay sections of the game too much. The mechanics and physics felt nice and smooth as well. Great work!
That was a fun game. The way you connected the music and the gameplay was well done! A clear display made it simple to understand what was going on and the tutorial points were useful in directing what to do. The checkpoints were a very nice addition as well and helped the game stay fun without the need to replay previous sections after falling. Nice job!
Nice job! The art was really great. The cutscenes at the beginning were so cool I really liked them. At first I was also confused about how to actually take control of the turrets as well. But once I realized you just have to press the number key of the turret which you want to control it was all smooth sailing from there. It was pretty fun to be able to hop around to different areas to defend that way. Overall great work!