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Fodorsson

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A member registered Jul 17, 2024 · View creator page →

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Creative gameplay and nice art style.
The puzzles are a bit too easy to solve once you realize that you can just keep stalling at the beginning, and that way your past self will never get in your way.
If you are looking to refine the game, I think the easiest way to make the puzzles more challenging, would be to count how many steps the player takes, and then make a check once they finish, and sort them into one of multiple categories like so:
-Exceeded the maximum allowed number of steps, level failed
-Adhered to a lenient max step limit, bronze trophy
-Adhered to a stricter max step limit, silver trophy, etc.

No way guys, we got soulslike little red riding hood before GTA 6.
Absolutely gorgeous visuals. Reminiscent of the early '00s, but with a higher polycount.

The gameplay has a fair amount of jank:
-Swings take too long
-Cam clips through environment
-Rocks have no collision
-Invisible walls in some places
-Steep terrain climbing is too strict
-Dumb enemy AI

As well as some questionable design decisions:
-You can always stunlock enemies in 1v1, and enemies are often alone
-Infinite potion refill from cauldrons is too lenient
-Not many attack options, it gets repetitive button mashing pretty quickly. There needs to be another attack key so that you can make combos with the two.

With some fixes, this could be an excellent little game. Even in this state, it's a solid entry for a jam.

Excellent game design. I'll try this one out with friends.

Nice visuals, familiar game mechanic.

I, a true gamer, have figured out the winning strategy (solo play):
Once you get to your first tunnel, the enemies can't reach you. Every time you trigger a new room's words, you can just go back camping in the tunnels, enter all words in groups of four, then go kiting until you validate the results. You can find the combination to unlock gateways similarly, and then go onto the next one. Congratulations, now you can play in a still tedious, but safe way.
Note to the dev: Mastermind punishes the player with each bad guess, because they have limited space on the board. If you take away the punishment, you take away the challenge.

This is the kind of game that can be played very comfortably in a browser, but also has some nice graphics going along with it.
My issue is, once you understand the basic controls, provided that you have the slightest grasp of strategical thinking, there is really no way to fail. The enemies are slow and they get stuck a lot, and if you place your buildings in hard to reach places, they really don't pose any threat.
Also, it would make a huge difference if there was visual feedback when an enemy gets hurt.
Apart from the aforementioned things, this is a really well made game for a jam.

It is a bit funny that the game makes you be in the role of someone who steals resources and massacres aboriginals.

It is a fun little game. Almost perfect for what it is. My only objection is that changing into an object gives a little upwards push and this is really easy to abuse by spamming the click on an object.

I really like the concept, but it is wildly inconsistent what will and won't count as a fail. At times I clip through solid wall without breaking it, which makes me think there's a bit of a leeway. At other times, the game is not so lenient. The art style is gorgeous as always.

The way I understood it these 3D objects are not polygon-based but use some kinds of mathematical formulas to draw 3D shapes in a custom game engine. Frankly this sounds like witchcraft to me, but I applaud you sir.

I really enjoyed the meta stuff. There could be a lot more potential there, if you're planning on continuing this project.

Thank you, I really appreciate this feedback. There are some known issues with the controls which I just didn't have time to fix for the jam. Specifically, jumping while moving towards vertical colliders, and switches getting stuck.

There were also deliberate decisions that players might perceive as bugs, because they weren't properly explained. Examples to this are:

-Forcing the object towards the ground results in the object getting dropped. Therefore, the mouse must be dragged upwards when lifting an object.

-When morphing from the basketball to the anvil, the almost-anvil still has some bounciness.

I might change these if the general player feedback suggests so.

I have plans for continuing this project, but first I want to make sure there is demand. Thank you for the kind words.

2:00 :D

Yes, I am aware of that bug. I'll fix it later on. Fortunately, there has to be a rather specific set of circumstances for that to come up.

OH GOD THE PRESSURE! These customers are really impatient. It's like working in retail all over again. I could very much use a timer to know just how much time I have left. Great atmosphere though and the game is very polished altogether.

Thank you. That's a valid criticism. The camera actually always points towards the center of the maze, but I can see how it could be disorienting with all the repeating textures. Though it is easy for me to know where the center is since I made the game.