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Five of Wands

29
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1
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A member registered Apr 30, 2020 · View creator page →

Creator of

Recent community posts

thank you for your kind words. I doubt it will have a mobile release anytime soon. I did have a lot of fun dev’ing for the jam so I’m glad to hear you had fun playing too.

thank you, if anything I’m hoping to get high points in fun.

Thanks, I’m pretty inexperienced with unity and working alone I decided to lean on an old concept with my own twist

thank you, I was hoping the imagery would play off of intuitive concepts

thanks for posting your score. Unfortunately there was no audio added in time for submission. I will be adding audio once ratings are over.

thank you, it turns out to be a common comment so after the jam is over I will be adding in settings to allow the player to chose a smaller board and/or a faster speed.  If I can figure out a leaderboard I’ll add that too.

and the best thing is, the ghosts are just your old movement. so... you are great at forcing you to make decisions you want to avoid

thank you, I appreciate the feedback

thank you, I’m going to add a game speed option in settings I think 

took me a bit to understand the nuances of the game: the gun shot chips, the gun shot in an arc. but once I did it was pretty fun. Good job.

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I bought the gun, was able to use it on the first level no problem. went into the third level with 10 bullets but it wouldn't let me change my weapon at all, the pickaxe symbol didn't even show up like it just wasn't registering the fact I was using the scroll wheel.

all in all a great game! I love the effect of the camera zooming in when in a small channel, it gives such a claustrophobic feel! I feel a little cheated by the cutscene when he picks up a crystal that doesn't get added to my count. There seems to be a glitch that does not allow me to use the gun on the final level.  

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thank you, I was leaving sound as my last element of polish but ran out of time to implement it. I have learnt my lesson and for future jams I know now to at least put in audio events along the way so I can quickly add sound files at the end. 

thank you, I look forward to playing your game

thank you, yes I figured the difficulty curve would be logarithmic.

Thank you, it’s interesting that you say that. I deliberated for a while on whether I should have free movement or grid movement for the player, the decision came down to the fact that I liked the way the player cornered around turns and you could “cheat” a little by grabbing the gem before registering that you left your tile for some possible skill play. But I will consider an option in the future settings menu that will allow the user to decide how they would like the player to move.

thank you, I had a lot of fun in this jam

it’s my fault too, I didn’t know how explicit I had to be about it. I did no outside play testing prior to release so I was hoping I could be a little colourful about the description and let people infer what was going on. I will give a more detailed description now

maybe you didn’t understand what was happening, the ghosts replay your exact movement from the previous round.   if rewinding then player back through his movements is thematic to rewind then rewinding the players movement through another object is no different. Also for added rewind value when the ghosts reach the end of their movement they continue in the reverse order.

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let me know if anyone actually made it to 12 ghosts.  It caps out there but the oldest ghost will get popped out and every subsequent round a new ghost will continue to be added following your movements from the prior round.

thank you 

the original plan was to have three different sized labyrinths to choose from for different challenges. However, I spent a bit more time than I wanted chasing a bug in the coroutine that replays the player’s movements for the ghosts(pretty much lost a day to it) but sound was last on my list of polish unfortunately just didn’t make it in time

thank you 

thanks, I know I wish I could have tossed some sound in at the end but I had to give myself time to clear any glitches and double check I turned off my debug code.

thanks, I had limited time to play test the finer details before submission. My biggest concern was making the player so fast they’d either run into a hazard square more accidentally or they’d be able to outrun the ghosts to well. It does need some outside play testing to get the numbers right.

thanks, I will be adding audio after the Jam

thanks, ya just ran out of time to ad audio for the Jam

Thanks, but without playing the first level the following ghost would have no movement data to use.

I like the minigames and the graphics. One thing,  it would be nice to have some way of knowing which games have been rewound by looking at the case.