This game graphic style is really beautiful, it looks like a Chrsitmas postcard brought to life
dsert
Creator of
Recent community posts
Sadly I couldn't go very far in this game, which is a shame because I am sure that there were many cool features yet to see above. My screen has really bad contrast at darker colors, the candle light is too small and the candle can get you stuck, so I was playing blind by memorizing platform positions which isn't all that fun, specially when the obstacles instantly send you back to the start and when the knight might get randomly stuck. Maybe the knight should carry a candle with him as default which you can throw at the direction you are going?
Cool idea for a puzzle game, it could become a really solid game with some improvements. I am just wondering if some stuff is intentional or not, like being able to solve a puzzle without lighting all potions at the same time or reflecting through the mirror backwards like a prism. Also, I think it would benefit if the pieces snapped neatly into a grid
The game is fun but it gets laggy when there are too many instances of the wolves. Maybe despawn smaller faraway enemies, or enemies that have flocked into a huge pack. It would also be nice if the upgrades happened only at certain locations on the map that you could go to if you had enough xp, it would interrupt the game less. But otherwise you did a good job on this one.
It's a pretty cool idea to make puzzle platformer with the jam theme, I wish it had been a bit longer because some of the mechanics had a lot of potential. I understand that you tried to make each screen very unique, but I think you could have squeezed out more of the mechanics that you already had implemented. Also, I like the greek mythology inspirations in the plot. Finally, just a minor suggestion: objects that appear in pale blue during the night could be pink/orange during the day. It would still fit well with the black and white aesthetic but it would convey better what object does what.
Everyone else isn't really wrong, it's a bit hard to play the intended way, reacting in time and aiming at falling rocks/meteors. But it is very easy to cheese it by just aiming in the general direction above you and spam clicking the shoot button. I don't think taking energy to fire would solve the issue by itself unless you combined it with some other change. Maybe if the rocks don't fall but come from the background and get really huge as they become closer to the screen then it would make aiming easy and encourage players to aim and shoot instead of dodging/spamming.
By the way, if you can please check out the game I submitted. Have a great day too!
The graphics look really stunning and the alien arm with the moon is really cool, but sadly I get the message that video memory has been exhausted in my potato laptop. I would make the invisible walkways a big larger since it is in first person and you don't really see the exact spot where you step.