I only finished 5 levels (I think), and the game's pretty enjoyable, that said I don't really get the central mechanic, why would I ever be on a timescale other than the slowest? I didn't see any obstacles which would be easier with a faster timescale, I guess if there was an incentive to complete the levels in a short time, it would make sense. The visuals are also very cool, but aren't very readable, there's some parts of levels where the darkness makes it really hard to see what's happening. The moving platforms also really mess with the player's movement speed, I always fell off because the instant I pressed a movement key the player went to lightspeed. Otherwise a nice platformer with interesting visuals.
Daemon
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It's pretty simple so it's easy to understand, unfortunately there's not much depth or strategy to it, the enemies come in a set order so you can only build as many turrets as the game gives you. There's no knockback to the enemies so you can't slow them down, and I found that turrets will kill enemies when they're so far away that you can't even collect their skulls in time.
I don't really understand the mechanics, I wasn't able to "collect" anything, and couldn't get past the first level. I got to the end, walked to the plant-like building, but nothing happened. The tutorial would be fine, but the part about the "R" button is broken, and I think it would have been better to restart the level automatically if the player dies.
I could only complete the demo and one level, the controls are hard to use and unforgiving if you make mistakes, and the camera angle and bloom make it pretty hard to see what's going on. There's also a lot of what I assume to be bugs: the UI buttons don't work except on the demo level where only two of them do, the level for 2 and 3 bring you to the same level, the black cubes do not have any selection indicators, the cubes regularly clip through the floors or each other. I feel like things would be clearer in 2D, and the levels don't really utilise the third dimension very much, so that might have been a better choice.
The canvas visuals are pretty cool, but as far as I could tell they don't have any bearing on the gameplay, which would have been even better. It's really hard to stay alive for even a short time, I couldn't figure out any viable strategy with the given mechanics that would have helped me, the closest thing is scaling down enemies / scaling up the player, which is extremely hard with these controls. I don't know if that was intentional to make the game even harder, but there's just nothing you can do to effectively defend yourself. I see the amount of effort put into polishing it, but the gameplay is very lacking.
Thank you for the feedback!
That's a good idea, it would have given more agency to the player. We did plan to add an indicator of the damage amount, but at the point in time when the dice acutally hit the enemies (in-universe, the attacks are the dicerolls, so you're not supposed to know the result before throwing them).
Thank you very much!
We had lots of ideas for the balancing of the attacks, most of them had to be scrapped. Ideally you would have in your inventory a die with many sides that can possibly do high damage, but with low probability, and a die with few sides that does medium damage all the time. The dice reloading speed is also supposed to balance things.
What an awesome game! It's chaotic but very fun and the music makes it even more enjoyable.
I think Inner demon is completely OP after a few levels, it pretty much took care of all enemies so I didn't even have to focus on them.
Also the web version crashed every time I got to ~6000 points, with the message "Table index is out of bounds", so I had to use the Windows build, and now I have two highscores :/
Really good job!
Hi! This is an oversight on my part, I didn't include a link to our devblog for the game (thetakergame.wordpress.com) where your questions would have been answered. To reply your question: contact me (one of the creators of the game) at daem_on (at) icloud.com. The engine we used is Construct 2. Thanks for your interest.