The algorithm was custom made to solve these specific graph puzzles. But clearly it isn't perfect yet ;P
Demizo
Creator of
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I'm glad you liked it! Yeah the ammo is generous but i didn't want to be to hard on players in a casual jam game. As for the enemies it would have been cool if ones from previous rounds came back. I didn't do that so i could introduce new enemy types without over-powering the player with old ones. The enemy count does increase in general, just very subtlety, if you aren't in endless mode. Thanks for the feedback!
glad you liked it! Yeah i kept the beginnings slow since i wasn't sure how hard the concept would be for players to grasp going in blind, but perhaps i overdid it. I was gonna add a difficulty option but opted to just naturally bake the difficulty into the game modes instead for the jam, with endless mode as the hard difficulty with initially and continuously harder rounds/enemies. Setting experienced players potentially back to such boring rounds probably wasn't the best idea and i should have only set them back a little bit (in the story mode) to compensate for the lack of checkpoints. Thanks again!
wow congrats! I didn't expect people to really play endless mode, let alone get that far! By 15 you had seen all the enemy types so the game didn't have a ton more to offer, minus an easter egg on round 17 where i switched all future versions to having a beard instead of a number since i ran out of number sprites ;P Glad you had fun!
I appriciate the in depth feedback! yeah, the dying can be punishing, perhaps i should have gone with the original idea of never setting the player back but just having them replay the round with 1 less clone, but the action continues to ramp up. It would eventually over power the player if they kept messing up but it would give them a second or third chance at the round. As for the enemy killing juice i definitely could have done a bit more with the visuals or sound i agree, i didn't match the juiciness of your game in that regard ;P
I appreciate the in depth feedback! Yeah it was difficult to get a strategy other than camping in the middle to be viable with such a limited scope. Fun fact, orginally there was no limited ammo so the player had no reason to ever even move. The restarting isn't the most fun I admit, perhaps I should have only set the player back one round even if it made a little less narrative sense (who am i kidding my narrative is a paradox I could have done whatever) As for the round length, i tried a lot and 30 seconds was honestly the sweat spot, but that's just my opinion. You are right tho, i probably could have pumped up the action in some stages to make it feel less long, but i didn't want to overwhelm jam players just looking for a casual game so I saved the insanity and wild enemies for endless mode. Thanks again for the detailed feedback and sorry you missed out on the ending cutscene ;P but I'm glad you got to have some fun playing minus your frustrations
I was watching the development of this game and it didn't disappoint. I love the sword visuals. I will say at first it was hard for me to figure out how to attack the sword enemies, but once I figured it out you did a good job of providing visual feedback for what was blocked and what wasn't! All together well done!