That was quite fun! Ended up playing through all of it
Frousen
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Thanks for playing and the feedback! Yeah trying to set the difficulty became kind of difficult, as there were times where I had a playthrough where I barely saw the entity at all, but sure I could add more on the range the game starts to warn you of the entity. When it comes to the button toggling puzzle, personally I got it so memorised after a while that it takes me few seconds to do it. If I end up making some kind of patch for the game, I'm thinking that I might add some kind of note in the cell that has a button combination that you have to press, that will appear there after you have completed the button puzzle once.
Thanks I appreciate the feedback. I didn't really want to over explain some things, like the existence of the entity you got caught by, the one that sends you to the void. The entity moves swiftly to a failed minigame panel, otherwise it patrols the level and chases you when it gets too close. The dialogues do loop from start once they are finished.
So I like the graphics, especially the character models, and general atmosphere in the game. Never been a big fan of tank controls, and the level design was basically a maze, so I was just tank running around randomly until I found the next puzzle. The puzzles were quite fun though, what I saw on my session at least.
Hey, seems like you might have wrong resolution in the settings, as only part of the screen seems to show up on browser. But hey the downloadable version worked fine!
Anyway so that was quite interesting feature se on a TD game, I really like the resource gathering aspect, in fact I've had something similar in works on a TD game of my own. I also like the background ambience and the graphics in general. The durability feature made the game bit more challenging than I expected.
Ah, for whatever reason the panel I used to create a fade in effect for the end screen doesn't trigger on the current version of the game :/ I'll fix it on the patch I'll try to publish sometime after the Jam is over (right now I'm quite busy with University stuff)
Edit: Ended up finding the time to publish the patch earlier than I thought
I like the animations and overall style of the game, the attacks have a nice impact too, though the camera shake started getting a bit nauseating after a while. Not sure if tying jump height to level ups was also entirely necessary, as it had to be upgraded quite a lot on top of getting the double jump in order to reach a platform. Or was this on purpose, to have it be a build path sacrificing attack etc. for increased mobility?
Anyway the options menu was quite impressive, though maybe including only the necessary input options on the list would do. Personally I like to turn "ui_up" etc. direction inputs into the movement actions.
At least on my browser on HTML version the amount of enemies that got spawned made the game quite laggy, especially the zombies that got stacked under me while I was standing on a platform.
In the end I beat the story mode, had fun!
Ah about the previous game's inputs, sometimes bit of a damned if you do damned if you don't kind of situation then? I sort of ended up making a short tutorial with prompts at the start of my game, that stops the player from getting into the actual game unless they have pressed both interact and attack inputs :D
Really nice art style and overall atmosphere, I especially liked changing the angle of the character when pulling a carrot, nice touch. At first I wasn't sure about having one button for both using wand and pulling carrots at, but it ended up working pretty well.
Also I somehow managed to push myself with a cauldron out of sight once. Did the cauldron have an Area2D that pulls anyone inside of the area with the cauldron when its flung? Maybe excluding the character launching it could work?
Thank you for playing!
I personally like the crow, but I suppose I could buff it by adding some kind of slowdown effect on enemies that pass by, once I get to working on patching the game.
Also right, dark nights, yeah I once again made a videogame with dark visuals, and forgot to include options for brightness and contrast, I really need to create some kind of checklist for jams :D