This gives me Card Jitsu vibes hehe.
It was interesting as a mechanic that the enemy would be be forced to play in the spot that you wouldn't. I wonder how it might be if you were able to see what cards your opponent was holding, since you have the first move.
Clean art, but felt like the sounds fell short of being satisfying. Would've loved a tune to jam out to as I played, too.
Well done!
Daniel Wiktorczyk
Creator of
Recent community posts
Neat game! Definitely creative, and a mechanic that goes against my every instinct.
The rebounding logic on the back and sides of the net felt a little odd to use. Sometimes it seemed like it should've deflected, instead of going in the net. There was also the spawning logic for balls going directly in your net, I swear I would've won a game if not for those cheesy shots 😂(maybe a preview of a ball spawning in and / or having a slower initial speed could've helped?)
Great work!
Rebound mechanics are always the coolest, neat game! Like others I got stuck on the second level, sadly.
Here are the walls I selected, and where the ball ends up, in case you still needed an example! (Is there a different solution that I should try?)
Sounds and the rebound animation are nicely done. I do wish that clicking walls would apply a different, more obvious effect to show that they're selected.
Nice job!
Neat concept! Very satisfying to bounce a Ball with a Wall, felt like playing solo-Pong. Did get repetitive though, and seemed like the best strategy was bouncing in a corner and sticking to it.
Wonder if the other walls could be different shapes, maybe inflicting different effects, and maybe gradually opening up the screen as other mentioned would seem like neat additions to take it further.
Great job!
Thanks so much for the feedback, fellow hiker-hater! 😉
Making the boulders smaller was more of a technical solution, honestly. We ran into the problem where some boulders and hikers would get clogged at choke points, which either very slowly bumped off hikers, or the AI movement would get very confused leading to a soft-lock. So, a last minute solution was to give the boulders a lifespan in case things like this went wrong... but would've loved to lean even more into the avalanche of rolling boulders!
Most of the project was figuring out the level design, trying to make the path wide enough for the hikers to move, and making it so that boulders wouldn't always fly off the mountain, which was super interesting
Loved the idea, super creative take on the deckbuilding genre, to literally be a Dungeon Master! (I was actually thinking of doing something similar to Leshy from Inscryption for this game jam haha)
I had trouble understanding the intent of the character pathing, what effect my traps had, and that the black spaces were walls (thought that the beige spaces were walls at first). I also encountered some possible bugs that didn't allow me to do any action, so I had to restart a few times.
Presentation wise, the card art was awesome! I think the game could benefit from some more signs and feedback, like when combat / trap / other events happen.
Super impressive for a weekend jam, and will stay tuned in case this game gets any further updates :)