4.23, as it was the last version that supported HTML5 export.
devNix
Creator of
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Hi, glad you like it! I'm sorry that you felt stuck, but you already were on the right track with interpreting the cultist`s message! Sounds like you just didn`t hit the right pattern... :/ It`s definitely a harder puzzle but that`s also intentional. Maybe I`ll make it so that this one is more optional and doesn`t leave the player with the feeling of being unable to finish the base game. You didn`t miss any more content beyond that at the current state though, so maybe you want try again after I release an update :)
Yep, clarity for scars and multi-wires is already on the to-do list. I guess the line between experimentation and frustration is too thin when you lack the right feedback as a player.
And yes, I went with a more abstract interpretation of the theme, as brewing potions or playing with a lamp and shadows felt like a too boring interpretation for me. I wanted to make something more sophisticated and I wanted it to have a connection to PirateSoftware or ferrets. And this is the result. So you could say that I used the theme for inspiration rather than limitation.
Thanks for playing!
Thank you! And sorry for liquifying your heart, hope you'll recover soon ;) It turned out more wholesome than I initially aimed for, but it felt fitting so I leaned into it. My next game will have more blood and death and all that, promise! ;)
As for the final puzzle, I'm physically unable to say anything more than... 'yes, this one is different' and 'just look at the screen and try making sense of it'... sorry :)
"oh no, another card game, I will not like this" was my initial thought. But wow, what a creative concept! I loved the humor and "lively" feeling of the objects although they're just cards. Some areas felt a bit empty though and could have had more of these little things to explore. Also a good opportunity for more little secrets or easter eggs like the black cat. Funny game and also totally sane! :)
An interesting approach! Combat felt a bit hectic as I didnt felt like having the time to try how the combinations work - or maybe its just me trying to get used to the many buttons to press :D
I liked the pokemon/gameboy style and the writing! With a bit more balancing and polish, this has a nice potencial. Like it :)
A really fun game! I made the mistake to tab out of the game after a few minutes, making the game unplayable by losing mouse capture, but it had me hooked and I didn't mind starting over again :D This also gave me the chance to read the intro again, as I missed parts of it because it goes too fast for me. Would have liked a "press to continue" for the text more.
Cool mechanics with exploring and seeking invisible animals with their audio cues and making them work for me!
And also... of course pigs produce fuel, everybody knows that!
What a beautiful and well made game. I loved the atmosphere, the particle effects (including the dust while running!), the movement and the level design was really well done, progression felt rewarding and the difficulty was enjoyably increasing. Although the mechanics itself are nothing special or new, and are a pretty basic interpretation of the theme ("ah yes, you have to brew a potion before you get your new skill. and ok, there are hidden platforms.. and a lantern..."), it all felt like a coherent concept and worked well together. Really fun to play! Hope for more
Thank you for the feedback!
Yeah, there is definitely room for improvement regarding communication and also the usage of controls and skills later in the game. And yes, that connection you show there is not intended, already fixed for the next update.
The challenge was one of those stupid last-minute ideas, but 2:42 is actually really good :D
Glad you liked it :)
What a cool idea! I liked that you have to keep in mind to leave space for relocating your light while placing your towers.
Would be cool if you can make the enemies and projectiles have all the same shade like the tower's shadows, making it look like you are fighting invisible creatures by observing their shadows.
a nice approach and I really loved the glowing visuals, looks really cool and feels nice to play! The camera was a bit close for my taste and, as others already mentioned, the upgrade system could need some more hints. And I mean no big explanations, maybe just show outlines of hidden skills so that the player knows there is more to discover, and show the names of the elements at mouseover, especially for the combined ones. Also I was confused that my elements got consumed even if the crafting was invalid (I guess?). Might be a bug, felt a bit frustrating. But cool little game overall!
a cool take on the survivors genre. You really start feeling powerful once you get the hang of mixing the elemental effects. The HP bar is hard to read once the action gets going. I wish there were no numbers, just a clearly visible bar that you can check quickly from the corner of your eye. It could also use some variety in enemies to give you more feeling of progression besides just stacking bigger numbers for minutes. Fun to play! Hope you will do some little updates once the voting is over.
a really cool idea! It was fun to play around exploring and finding all those little missions and cause a bit of chaos along the way :D The camera felt too close once you get bitter and the messages disappear too fast for my taste, but great chill game overall. Also, painting the grass wet is a nice detail!
what a clever puzzle game. Very challenging and very mysterious, makes you really think hard. Apart from some stumbling blocks ("The white butterfly wouldn't make me heavy, right?") and the "burping" jump sound that can get a bit annoying, definitely a well-made puzzle. The tab mechanic is super cool, didn't know that was possible. Didn't finish it yet, but coming back after I had some sleep :D
super cool! The animations and sounds really make me feel controlling a mechanical device. I was fascinated by the mystery although it wasn't easy to figure out what the actual goal was even in the first level ("is blue an opponent now who I have to counter? What is the winning condition?"). Played till level 4 or so and I might come back for more! Also cool idea with the writing system. Made me try decyphering the background assets for hidden messages :D
A great concept! This feels like the tutorial before the actual game with harder puzzle maps that I'd love to play. The black and white, textureless, cube-like style made me feel like playing a prototype at the beginning, but now I think it could also totally stay this way. I read comments about the camera/perspective, but I'd say I like it how it is; you could even think about using it as a mechanic and add optical illusions with this isometric style. Enjoyed it :)
interesting idea and I love the art for Giuseppe!
I had a hard time getting into it because of the double conversion you have to do right from the start ("ok what is clearing air again? fire - but what was the drawing for fire again?"). Learning curve is a bit steep when you are actually supposed to keep up with Giuseppe :D But I can imagine it being quite fun once you got into it.
yeah... it might be not that obvious by now, but you 1) have a second wire there and can build two connections and 2) you can try making a connection chain. These lead to actually two ways how you can get up there.
Thanks for the feedback, I'll try thinking of a way to give better hints without giving away the solutions.
Yes, blocking the conventional controls to make you fiddle around with the connections and find a way around it was the key idea for this game's mechanics. But I feared that it could become too frustrating for players, that's why the map itself is kept relatively simple. And once you find out about the multi-connections and have enough wires, you can actually build pretty convenient controls that make the basic movement easy again (guess I can make this clearer for the player). But this could be a starting point for more complex environmental challenges in the future. Anyways, thanks for the feedback! :)
Yeah, I fear the multi-wire thing relies too much on experimentation or chance right now. And for the blocked connections, I tried placing the scars as visual hint, but I think I can make it more clear; e.g. making it also flash red when blocking a line. Definitely have more ideas for continuation, too. Thank you for the feedback!
A cute little game! That walk animation looks a bit stupid - I love it :D
And all that praising... it felt like the game was playing with me.
Simple concept but well done for a learning project. I also took the challenge of this game jam to force me into realizing my idea and bring it to live. And it was my first publish, too. After all, it's not about creating something perfect but to learn and create something that works and is fun to spend some minutes in. And I think you did a great job with that. Keep it up, you can only get better :)
I like the idea of combining different effects through placement of the faries, allowing for strategic positioning in accordingly created puzzle maps. The effects of the lights could be more clear for the player in terms of intuitivity. I also liked the "aged" graphics style. Would love to see this project continued a bit further!