thank you :). what do you mean by covering the whole screen? I'm just curious bc I have a lot of problems with exporting godot to the web and if someone has a higher resolution monitor than me the game isn't displayed correctly.
Dahvini
Creator of
Recent community posts
nice game the blowup to jump is super fun. It was a bit annoying that I had to restart from the start if I messed up a jump to refresh my ammo. But it is a very cool idea. I think maybe adding some kind of slide to keep momentum when you land and you could have a really cool platformer. Great puzzles great game :)
very cool idea I like the combination of like vampire survivors and backpack managment. I think you could add more depth by allowing weapons to be combined or combos based off of locality. Also it would be nice to have tooltips on what the weapons do. Great game and good job had lots of fun playing ! :)
very fun I like the open world choice! Maybe a tuttorial or something similar to introduce all of the mechanics of the game, I found body swapping weird and also the bg music doesnt loop :( Also some kind of end goal would be nice but maybe i didnt play long enough, great game and keep 8/10 would play again :)!
This game is super fun and very well polished it feels like a completed game which is so awesome in a game jam. super clean and awesome. I do wish there was some bg music but that is just a personal opinion. Also the fact that you need to shoot to move but also destroy obstacles is a fun challenge since you are moving away from the safe are you created. Great game!! :)
very fun game, i wish there was more even more cards to have fun combos n stuff. there was a lot of polish and the systems where really fun to interact with. I agree with some of the other comments an interactive tutorial would be nice and also as the game went on I felt like I was regen energy to slowly to combot all of the enemies that spawned
It was unclear how attacking worked, also the contrast between the background and the enemies made it hard to what was happening sometimes, enemy colliders stay on when they die. The full heal every attack also felt broken and maybe adding in some more "vampire surivor like"-esc elements like being able to choose btwn a heal and some other upgrade (whether is be speed regen, lower mob spawn rate etc) so the player has more agency when playing would be a good addition.
very cool game, I loved the tutorial and it was a great way to introduce the player to the mechanics, also the bg music was great! I though the puzzles were creative and it was a lot of fun to think through. encounter a bug where i would punch the stones and id get trapped in a walk animation and couldnt move anymore.
i LOVE that your theme is not magnets or poles or something like that and the gameplay was really fun i played stage 23. after awhile it does become a bit stale but it think thats mainly because its a 72 hour jam But for the time you had this is really great and polished game. I do wish i was a bit faster but thats just a personal thing. Good Job !!
Really cool idea and so much polish for a 72hour jam. One thing gameplay wise it felt really annoying sometimes to play against the dealer beacuse i would check a card and then they would somehow immediately find a match so i really couldnt play a lot of the time. But the idea of like a card match battler and having to match opposites is such a cool idea with the theme !! Great game!
i liked the 2.5d graphics and the concept was very fun. controls were intutive and made sense. I also liked the setting. I feel like maybe the polarity meter woul be better if you jsut swapped or didnt lose health i didnt really get that part. Really cool idea though and can definantly see it being worked on more !
hmmm after messing around for a bit i think its just weird hit box thing, so the player has a bit of a grace period especially from the bottom when they get hit by the cone, and when you run to the bottom when the guard rotates to move up so does the vision cone and it hits the player at like 1ms and hard to react.
Thanks for the feedback! Yeah i agree with the dying, if i had more time i would remove the insta-death and make it feel less punishing to lose.
The opponent has three stages and idle, ready and action and so when it goes into the ready stage you know it will either block or punch. The movement between and idle and ready is somewhat random on purpose but still timeable.
The idea of block removing combo is that it forces you to commit to either filling the combo or doing a safer block. But i can see why that is annoying. I think my idea was that you would be able to punish your opponent for a block so you can get maybe 2 punches off their block and then 2 more and combo before they perform another move. But yeah for harder opponents I can see why thats annoying bc you can just never combo.