Thanks for the let's play! It was fun watching someone play the game :)
DinoMC
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During the other levels, I can play normally and the mouse is confined properly so it won't go out of the viewport's edges.
But during the boss level, it seems to suddenly stop confining it after like 10 seconds, so I can play a bit and then I can't turn more than a few degrees anymore because the mouse goes out of the viewport if I got a bit to the left or right.
In the other levels I can turn around a lot and it never goes out, so it seems something is disabling the mouse confining but only in the boss level, and after a short time not at level start... no clue what tho ^^'
(Edit: answer above originally asked for details on the bug but was edited while I was typing :P)
Here's what it looks like (still can't see timer, money, etc...) :
I think it's in your itch.io dashboard, when you edit the game, you have a "Viewport dimensions" section where you can make the width/height higher to fit the game.
(Just below you also have a checkbox to add a button for fullscreen mode, which should also solve the issue)
Nice concept, it's similar to mine :). I like that you added a phase where you have to clean up afterward.
I got softlocked twice :
- While in the bathroom I dropped an used furniture and it blocked the door, could never get out!
- During the trash cleaning phase I somehow picked up a new (not broken) furniture, but couldn't swing it, so my hands were busy and I couldn't pick a trash bag nor drop it.
But I managed to beat it on the third try :)
Game looks good, and I laughed at the different weapons :)
As others mentioned it's very short indeed! Once I knew what to do I start a second run and was able to beat it in about 10 seconds. I think you should add some more turrets in different places (behind buildings, ...) so the player has to look for them
Great game!
It looks amazing visually, plus the weapons actually appear on the planes and it looks right.
I like how weapons also give their bonus to adjacent weapons, makes for great combos :)
Only thing I'd change is the plane's hitbox being HUGE, especially when compared to other shoot'em'up. I assume the plane is big so you can see the weapons better, but I'd add a colored part in the middle that's the "weakpoint" and ignore enemy shots elsewhere (like in a lot of shoot'em'up).
But overall, crazy good for such a short jam :)
Thanks! :)
For the life, you get extremely powerful with more achievements/rewards, so the later game would be too easy imo with also more life. But maybe I should make the 30 score achievement easier.
Totally agree on the other points, and I can fix the weapon hitbox in one click actually, waiting for updates to be allowed again ^^
Judge forgot to press "send" on the feedback but sent it to me afterward, so here's a copy paste (mostly for my own reference so I can have all the feedback in the same place :P) :
"This is a game I could chill and dig for hours without realizing how much time has passed. The environment, music, and mechanics all make for an incredibly enjoyable experience.
The digging and exploration of the environment felt great, I like how you implemented the theme with transforming what you mine into upgrades. I can see where you're going with the game and all the different ways you can enhance the character with the unavailable upgrades, which only makes me intrigued to see them completed. The story also left me wondering why we are digging down and curious to see what is down deep in the core.
I would have liked to have seen more obstacles/hazards that added tension and risk to the experience of digging into an unknown environment. Even without enemies you can build tension and create engaging puzzles through clever use of the environment.
Overall, I mainly want to see this game competed as I can see it being a really fun game."
Cool game, interesting crafting system.
It's a good idea to have multiple cauldrons throughout the level to avoid backtracking, but due to proc-gen the first 3 rooms I visited were all cauldron rooms with no enemy so that felt weird xD.
Maybe instead you could have a cauldron appear after clearing out a room of enemies?
Also I think I had a bunch of debuff at the top of the screen and was taking damage over time but didn't understand why.
But I love Isaac-likes and being able to craft new weapons very regularly was very fun.
Best doggo battle art I have seen in any game ;)
The game has so much cool visual flair, love the equip screen and battle interface (I like to think the main character is lugging that big table around everywhere too)
Interesting capture system with tons of skills, you are always unlocking new stuff so it stays fresh. Also game has a lot of content for a 2 week jam, props!
I agree with other comments that being able to change skills anywhere would be better, thanks for the running button tho.
Personally I'd allow clicking (or maybe double clicking) elements too instead of only dragging.
Overall very good and quite unique!
Fun concept. It's kind of a cross between an potion brewing game and suika game.
Aiming felt wayyyy too hard for me tho. Not just fetching, but even more so putting what you picked up into the glass box. Had a ~20% success rate at that. Was still fun tho! But I'd make it a bit easier.
PS. Just like previous comment, I also thought time was running out at some points because of the music ^^.
Very unique concept! Reminded me of some Warcraft 3 custom maps where you had to create monsters to send to other players while they built towers to defend.
I felt like I was doing pretty well, managed to find a lot of +4 and +5 items very fast and quickly create a lot of monsters .... but still ended up dead last in FFA xD. With 35 points while best AI had around 130.
Was I supposed to go fight with my monsters (never tried fighting myself) ? Or are the AI just insane? :P
Title screen looks amazing.
Phew, beat it! Night 8's got me stressed! :p
Nice take on the potion brewing genre, was very addicting. Looks great and I love the music too.
Loved the reasoning for the handle-bottle mechanic xD
There was a good balance of introducing new mechanics to keep it fresh.
I'm pretty sure there's a weird quirk where if you "play well" (ie. make the potions fast), the game gets way harder - cause the next one come sooner, so you go through more per night, and since each one is faster and faster then it gets crazy fast by the end! Dunno if that's intentional.
After the first couple nights I switched to finishing each potion at the latest point possible and it felt like it got way easier.
Overall, great work :)
Edit : Also each ingredients "hitbox" is a bit too short. If you click the top 1/4 of any ingredient, you are clearly clicking it but it won't register.
It was great! Game looks very nice and the music was great.
The clues (both visual and notes) were very good, I got the right combo on my first try in most level which is a testament to that. Plus with how the game works you can't really get stuck which should prevent having to look for a walkthrough.
Levels had good continuity, you could see where you came in from, nice touch.
The ending was great :)
Gameplay is a bit simple but it's good for this length, if expanded into a longer game would need to add more mechanics imo.
This was great :)
The game looks good, and I love the music. Didn't expect that shadow world thing, it looks very cool (and the music changes too!) and made sense. Puzzles had quite a few mechanics and felt good.
Only complaint is I thought the walking speed was very slow.
Since I saw you ask about the difficulty : I thought it was well balanced BUT some of the levels felt like you needed to "die and retry" to be able to figure out the solution. I'm fine with that but I think some people dislike that.
Very impressed by the amount of content, didn't expect the level to be that long. And the amount of plants and combinations was great too ! Really liked it, good job :)
I had a bug near the end of the first area where the crate was invisible, made solving that one hard :p
Then I couldn't figure out this one so I didn't manage to reach the end. What was the solution here ?
Damn, that art is amazing!
Initially I thought it'd be a rock paper scissor game with great art, didn't expect a whole ass fighting game :P
It was really good. Had a few small issues with some attacks' hitbox feeling wrong, and when jumping I'd sometimes end up "stuck" on top of my opponent. But apart from that it was great, and the ability to switch at will between all 3 forms at any point is great!
Wow, a Xcom like in 2 weeks, that's crazy!
It works really well, and the leveling system is very interesting too (not sure about losing abilities tho, max level Vassal felt like a downgrade)
I also didn't understand how to raise Favor so I ended up way into the negatives and got wrecked by debuff dice (got to stage 9)
But I really liked the game, that's a great base concept for a bigger game if you wanna expand it. We don't get enough games in that genre !
I'm gonna try a new run right now :)
Beat it!
Very well made overall, I liked the variety of spells (summoning rocks to block light was especially cool), good amount of content. Right when I thought the demo was going to end, a entire boss battle started instead :)
It's well polished too, most games I tried (including mine :P) have a few annoying issues that didn't get fixed in time but I didn't notice any here.