Thank you for your comment ! I added a menu to let you choose what skills you want to forget and what skills you want to keep when you reach the skill limit.
edmond00
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An interesting mechanics exploited in many original levels ! The graphics, controls and effects are also well done making the game enjoyable to play. I think there there was a bug on the room where there are 3 button aligned at different heights because I tried two times to put a cube in the middle button but each the cube disappear and I was lock. Otherwise I would have continue until the end as it was fun to solve this kind of puzzle !
So, I pushed a wall, grab a button and push the button to push other block while someone seems unhappy by what happens and was yelling NO NOOOO then there was three doors, the one on the right was blocks and the one on the left seems very scary so I took the one the center and everything was ok and the game told me thank you and it was very kind of it even if I could have done better against the scary door and there were a lot of ninja I am pretty sure but not completely.
This was an interesting concept with gameplay basis that looks deep and promising ! The art style and music were also good. As you asked for some ideas, here are some ideas I thought of while playing the game.
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Von Neumann probesis a very intersting theme for a strategy game, may be you could a message describing the concept at the begining of the for the players that don’t now what is it.
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Adding more visual hints in addition to the text, like different color for a start system depending on its temperature, illumination,…
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Making the gameplay rules more explicit. It is a little hard to understand when and how the mutation happens. Some genetype features are also difficult to understant.
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Adding some kind of purpose to the gameplay loop. For exemple, you can let the player see that there is a very strange star system somewhere but to access the start system the player need to colonise other start systems first or to build a very specific probe genotype.
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Making the game a little more dynamic, for example by adding different animation depending on how many probes there are on a system. I am also wandering if real time with a pause button could not work with this gameplay.
The setting where you play dice against some floating mask surrounded by bombs was very strange and intriguing. Even if it is short, the playing dice/releasing bomb is a little repetitive but the end where the mask desappear and you spawn dices infinitely is very surprising and creepy. I had some problemes with the mouse, not only at the start screen where I had to click bellow the button but also in-game where the cursor and the mouse where not aligned. I found the visuals and sounds were good but may be some kind of shader to make the 3D models less clean could improve the atmosphere.
The long explanation in the game page is a little intimidating but overall even it the game is complex it stay quite intuitive. How works each terrain can be a little confusing but it can be understood by trying by himself on the tutorial levels. At the full map game, the mage seems to spawn outside of the part we can see so I was not sure what strategy should I use as killing a mage seemed to be the best way to progress by gaining some dice. I found the pixel-art and the sounds/music were good.
Very good mechanism based on rules that change randomly but that is less frustrating than other games with the same concept as the rule change linked torebounding on colored tiles is an good way for the player to understand what easily what will happens next. The controls were a little confusing at the begining but when I understood that the ball was loosing its horizontal momentum after each rebound it was fun to play. The difficulty is challenging but may hard level happens a little too soon. May be making the ball less sensitive (going to the left/right more slowly) could smooth the diccifulty.
Nice idea ! It is an intersting mix of games like curling and dices. I also liked that each player start from a different angle, the accuracy gauge, and the obstacle on the board, this features add some complexity to the game. In addition to fixing the dice texture, it will be nice to add some sounds and to be able to quit during a game by pressing escape.
It took me some time to understand how it works and I am still not sure in which order every thing is working. It was a little hard to experiment how the ships were effecting the results as the modified value of a dice is not displayed. It would be nice if the results of a failed roll was not desapearing to have time to see what went wrong (sometime they stay but sometime they quickly desapear). More generally, I thought that there was lacking some way to see what went wrong when I was doing some tests or when I thought I found the solution but it failed. It was neverrless was fun to experiment with this concept and the art is well done !
Very enjoyable ! The simple but addictive gameplay remind me the game super hexagon. I found the difficulty well dosed. The 3D rotation can be confusing but in a fun way. I went to the stage 7. I am just wandering if score system rather than a stage system would not fit the gameplay better as I was not sure when was the next stage and how was working the combo system. Also the activation coulb be done with the keyboard (space key for example) to be able to play it with one hand. The music, sounds and graphics are also very good !
The gameplay is more than simple but everything around it (graphism, online score leaderboard,…) is really well done. You get caught in the game easily to try to improve your score. With 1 chance over 3 to draw a six, you often loose your points and it can be a little frustrating. A replay button would be nice for when we have a six at your first turn.
Very fun to play. Once you understood the rules, it become addictive. It make you want to create an optimal build to be able to smash quickly the dice buttten but the difficulty is well balanced so it doesn’t happen easily so you are constantly challenged to check your options. The way each table represents a phase of a classic rpg is interesting.
Original idea that makes me want to try it ! Unfortunately, I found the controls and UI quite confusing. For example, as the game ask the player 3 selections (body part to use, ennemy body part, type of action), I was expecting after the selections some way to confirm the action (with enter or space) rather than the action action directly been executed after the third selection. Also, after the max number of turns exceed, the game continue. I suppose you pass to the next opponent but if so it lacks some kind of message to announce it. The effect of yours actions and opponent actions could also be more explicit. With the many body parts and actions available, and the possibility to grab/release some of them, the mechanics seems very rich and could be fun and intersting to explore with a more intuitive UI and better feedback of what happens.
Among the commands that I am using and that seems are not be recognized I can think to the following s :
- G and gg that could be used like 0 and $ but vertically
- x to attack similarly to d
- Y to take all the items on the line
- B/b to go to an ennemy behind you (and use only W/w and E/e to the ennemy in front of you)
- the replace command with R/r, I am not sure what usage it could have, may be switch the position between an ennemy and the player
Interesting concept to explore and it seems it already have a lot of options ! I imagine it can only speak to a small audiance as even me that is using vim everyday since many years was a little confused by the controls. It can be a little frustrating to have basic vim command that are not recognized but on the other hand it is very amusing discover that a command is understood by the game and see what effect it has. Having the command mode used to write scrolls whose meaning should be understood based on the true vim syntax is quite fun. Adding the visual mode with ‘v’ to define some sort effect area for example could be interesting !
I have been able to play it ! The island where you start is quite pleasant the sheep and the short chat with the inhabitant, it give it a little life. The dungeon is quite difficult and most of the ennemy killed me without I have time to progress further. Also I envcounterd dungeon where there enemies/items only in the first and all the rest of the floor was empty. Otherwise I found the asii visual pretty and the UI well done ! It is nice to have it running directly on a terminal but may be you should precise on the description that we are supposed to run it from a CLI and not by clicking and the executable.
After many many tries, I finally passed the one minute best time ! The catchy sound and animations feedback and the perfectly balanced difficulty alterning really hard obstacles and simple one to let the player rest a little make this game one of the best of the jam in the fun category. Nothing to add or remove, there is already everything it needs to make the player wants to retry and retry until he beats its previous best score !
This is a nice and original game. ! It is great to have this kind of complex emergent gameplay in the jam and there are many interesting ideas like building mountains from volcano or all the interactions between the two goddess. May be the UI could be a little more intuitive and smooth. For example, having a sound when we select a power rather than when the mouse cursor is over the button, showing the power currently selected, grouping some power like the one to make the sea and the rain, or having some ingame indications on how to use a power rather than the hint written in a separate page. Also it seems there are some little bugs (I was some time blocked after creating a volcano or needed to click two times to launch a power) but nothing too important. The retro populous like style with the goddess animation make the art is very appealing, I liked it very much ! The sounds was a little too realistic (for example the rain sound) compared to the art, some 8bit sounds could may be fit better the mood of the game. Good job for this ambitious game !
This is an interesting mechansim well exploited by the level design. It is a little complicated to understand at first but it is fun to play once I understood how the game work. I liked the way to clear a level is not to find a key or put the block at the good position but, at the end, only finding a control configuration where jumping when moving become possible to reach the endpoint. My main issue was the rythm that is quite slow. It take time to clear a level so it can be a little frustrating when we die and need to restart from the beginning. It would be good to have a button to cancel the last step. Also as the four square where the player can move are colored in blue it is no more possible to see if it is a purple square or not so I died several time because I didn't know that I was moving on a purple square. I liked the 3D art and the animation of the character, it was cute. The music was also good but it will be better if the transition between each loop of the music was smoother.
Amusing mechanic ! The physics of the rope was a little buggy but in a funny way. It was amusing to test what it was possible to with it. I am not sure I solved the levels as it was expecting by the game. However the connection with a green block was a little frustrating as sometime the rope was not connected even if it was touching the green block. The green wire mechanic to enable/disable a block was also interesting to add some puzzle elements to the levels !
Also I was able to avoid death by using the rope as a boat !