Thank you, I'll look into the issue as soon as I get chance this week!
I'm not at my computer right now, but a quick workaround for wall collisions could be to make a raycast in the direction you're moving. If the raycast detects a wall, stop movement in that direction.
Hope that helps in the meantime ! :)
Tom Stephenson
Creator of
Recent community posts
Absolutely love the visuals and I enjoyed how different the game was to other entries I've seen so far.
The combat mechanic was fun and the mini-games were a nice surprise. Everything felt polished throughout, with visuals, themes and audio all working well together to create a fun world.
It got a little repetitive after a while, but with each mini-game being it's own mechanic you managed to pack in so much! Would love to see an expanded version, congrats on a great entry!
Great entry with challenging puzzles!
I really like how you approached the dice mechanic, especially how you show the bottom face of the dice on the last position - a smart solution to missing information. The option to skip levels made the game very accessible too.
Controls, visuals and audio all gave nice feedback, which added a lot to the overall feel of the game. There's a nice progression to the puzzles with some very tough ones towards the end!
I had a lot of fun playing, congrats on a great entry!
The sprites for your game are great and I loved the guard's little 'look' animation when they stop - simple but worked really well for the style!
The gameplay was fun and you managed to put in a good number of mechanics considering the timeframe! I particularly liked the door code mechanic. It had me feeling pretty tense whilst trying to type it quickly without getting it wrong.
Overall it felt really well polished, with a some great mechanics, fun gameplay and nice artwork. Good job, it's a great entry ! :)
This was a really cool interpretation of the limitation! The minion sprites were cute and I liked their abilities a lot. However I did manage to cheese the game towards the end by standing between all my minions once I had collected enough. An new enemy type that could split up your minions / force you to move would be a fun solution!
Overall it was a fun game that used the theme/limitation well! Great job :D
I really enjoyed this! Collecting people is a really good interpretation of the jam's limitation.
The 'follow' mechanic you made for the people felt really intuitive and creates some really interesting situations such as accidentally flinging people into traps. I really had to think about where I jumped and it was just genuinely fun to play with.
The controls felt responsive with some good animations that gave nice feedback. However, I think it would have benefitted from a little screenshake when you land after a jump. I originally got confused and couldn't work out which of my actions actually caused the screenshake, until I realised you used screenshake on the sword traps instead of on a player action; It felt jarring.
Overall it was a great entry and I really enjoyed playing it. I'd love to see some more levels in the future!! :)
Thanks for playing and taking the time to give feedback!
I honestly agree with your points - I never managed to finish the more aggressive enemy types before the deadline, which would have helped make the game feel more out of control. ( Maybe I spent too much time on atmosphere ;P ) Thanks again checking it out !