Grazie mille! Le idee per ampliarlo non mancano, il problema è come sempre il tempo! 😅
Filthy Eden
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Nice! Maybe the camera is a bit too close to the character, a more distant view would have made it easier to move around confidently.
That said, I love games where the player gets to be a bit of a level designer, great job!
I do have one suggestion if you decide to continue developing the game: after a game over, start the new attempt with all the objects already positioned as they were in the previous attempt, and allow the player to sell or move them. This way, they don’t have to redo everything from scratch but can just adjust what didn’t work
I really liked how everything was physically present in the scene, without any UI!
It gets quite challenging when you start creating elixirs!
If you continue developing the game, try to find a way to make the formulas intuitive and easy to memorize. It would be so satisfying to become a skilled alchemist who no longer needs to use the book! (It’s probably already possible to get that good, but my short-term memory isn’t that great 😅)
Initially, I considered that option. However, I believe it might have become a bit too mentally and mechanically complex, risking frustration. I prefer the dynamic nature of alternating between puzzle and platforming; it feels like a more engaging and balanced gameplay loop.
But if I continue the development after the jam, I'll definitely experiment with different modes. 😁
It’s impressive how you managed to incorporate so many different mechanics! Despite that, the difficulty scales correctly without ever becoming frustrating or overwhelming.
I do have one small piece of feedback: instead of using "real" runes, you could create unique rune designs that better suggests their effect. I often picked the wrong rune because I couldn’t remember which one I needed 😅
But overall, fantastic work!
The idea is very cool! It might be a bit too ambitious for a game jam, but hats off to you for giving it a try!
There are quite a few feedback elements missing that would have made the experience clearer and more enjoyable, but as I mentioned, it was a complex project to tackle alone in such a short time, so it's completely understandable.
The one thing I think you should have really pushed to include was a money counter, that would have made a significant difference!
I believe that, with further development, this idea could become truly interesting if applied to a multiplayer co-op mode, where one player defends the walls and the other manages the constructions. I think that would be a blast!
I had considered adding several types of blocks, some smaller or with different shapes, but in the end, I had to stick with the ones I could get to work properly within the time I had.
However, I like the idea that if I decide to continue developing the game after the jam, there’s still plenty of room for experimentation!
I'm glad you enjoyed the game!
Initially, I had included a legend within the game, but it took up too much screen space and caused visual clutter.
I didn't have enough time to create a cleaner tutorial or hints system since I also had to work on the art, so I decided to use a "How to Play" section on the game's page instead.
However, once the jam is over, I can create an update to improve this aspect of the game! Thank's for the feedback!
The idea is very interesting, but perhaps a bit too complex to balance for a game jam. It's a little too easy to create an overpowered build that lets you steamroll through the game without needing much strategy. However, the potential is clear, and I would definitely enjoy playing a more challenging version!
Also, the characters are incredibly cute!
This satisfies my OCD.
It's really difficult to reach 50%, especially because it's hard to remember which sponges were placed effectively and which weren't (I had to take notes).
If the game, during the positioning phase, showed where the sponges were placed in the previous attempt, it would be much more enjoyable!
Additionally, I have the feeling that the percentage calculation isn't always accurate. I once got 52% with a placement that seemed to cover much less space than previous attempts.
In any case, it's a great idea that could turn into an excellent mobile game.
The idea of the character suddenly inflating to deflect projectiles is very interesting and deserves further exploration! Collecting points while the character is giant is satisfying; I can picture it as a larger creature swallowing smaller ones. However, using the shrunken character currently lacks strategic value. Adding more situations that force the player to switch between the two sizes more dynamically could make the gameplay truly enjoyable!