Just saw your game at PAX West! Congrats!! Really cool to see something there I supported all that time ago!
GiantFrog
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Sadly didn't work super well on my machine - ubuntu linux, firefox browser, 4k display, not fullscreened. Super impressed by the polish in such little time and loved the idea, but couldn't put my dice anywhere, they were dragged WAY far away from my cursor when selected, so I couldn't move past level 1.
This one was pretty fluid, well done. Loved the darkening of the screen with health, great UI decision, no need to take your attention off the game and onto a corner HUD somewhere. The dots didn't seem to hurt me most of the time in mode 5, coming up from the bottom. Really could have used more music variety.
We were in Java too, so I could run the jar no problem. Have you looked into jpackage? You can build an executable on any OS you're on. We couldn't get our Mac one figured out but that's how we have a windows and linux executable.
I think the levels were a little big and looking for the stairs in a blank block was unintuitive - figured everything else out but didn't realize there were more until I checked the instructions on the main page. Like the weapon versatility, the name made me think I had to break blocks for new weapons though and I couldn't figure out why I could only find #1, 3, and 4.
Making in Java is ambitious compared to a nice editor like Unity - did you use LibGDX or nothing at all? Congrats on getting something close to a proper game in during the timeframe, really!!
I had a lot of fun with this. I actually found myself invested in the story, which made me care whether I won each duel and nervous when I couldn't roll what I needed. Our game has no stakes, which is great for experimentation, but also makes it easy to blow past battles without thinking, so finding myself caring about yours and thinking hard was a nice contrast.
I was disappointed I didn't get to see any sort of story resolution though, when I made it all the way without losing (after losing a few times on the first level to learn the game). I was sweating, but yeah, just over. Oh well.
I was excited, I really thought poison would be a way to implement a powerful, thought-provoking binary yes/no choice through clever in-game mechanics instead of dialog options. I seriously considered giving her the poison, I spent some time thinking, decided I wouldn't, then thought if I kept giving her other drinks (maybe if I made one that altered her mood in a specific way) she would relent. It's just kind of disappointing that you set up the pieces so perfectly for that but it wasn't actually a mechanic.
Poison is really the most interesting aspect of the whole game. There are other games like yours, but none with something like that. I wish I got to see the people in your game's universe who can legitimately drink it unharmed. I wish the assassin could detect it because of his work experience. I know that wasn't the point of the game, but it would be fascinating to see the consequences of using such a bizarre ingredient.
Hey, LibGDX! That's what I work in. Not for this jam, I only did music, but for a bigger game I'm trying to make. Slow going but I like having so much control. Would be nice if it had any hope of being finished, though...
Your game's a really good premise. I like that there's a time and place to have many weak guys as opposed to the big ultimate dude. I agree that the music added a ton, and I liked how you switched between the two synced tracks, but a crossfade over a half second or so would make it smoother. I don't know if this is the best way, but you can have each track playing, one muted one not, and modify their volumes multiplied by the delta time in the render() method when it's time to crossfade. I think.
I also loved the death animations/sound effect. Super cute for some reason.
At the end of the day, though, it just wasn't super fun...? I wish I had better feedback, but I don't really know why, I typically love turn-based strategy.
Scored 457. Cool sound effects, did you come up with them yourself? Unselecting the joined section was often helpful. Would have liked an incentive to either save up for the biggest hits possible and/or not wait for all the red dots to die down. As is it, you can spam the button as often as you want and also just wait out tricky spots as long as you want with no consequences.
Would have loved a little more music variety or duration. I think the best part of your game is your level design. Your game's gimmick is pretty straightforward, but you made me care about it and realize some interesting implications of being chained together. Like the last level, getting a key is never bad in games, right? But because of your rules, that first key kills you, and it's very predictable if I just stopped to think about it for a second instead of auto-piloting, but it's so ingrained in me that I did not. Keep breaking expectations.
Two small gripes, I kept trying to place one box on another then only move the lower box; however, you have to move them both or the top just slides off. I feel like this movement should be additive, like walking on a moving train. Then, on that first level with blue and yellow keys, it took me forever to thread that needle jumping back up after I had gotten the first key. Maybe I'm just bad.
I didn't understand how it fit the theme until after I went back and read what you said. Now that I get what you were going for, I like it, but I still think it would be more interesting if there was some sort of limitation or drawback to attacking. As it is, it's just an autoattack, like a one-way link, and I didn't feel the systems were really that, I don't know, joined?
Great work overall. The dragon needs to be scarier! But what a cute and clever ending to a cute and clever game.
That is some WILD move sensitivity. Did manage to beat it, though. Would have liked to see more reasons to not be merged that aren't artificial barriers, the most obvious one I can think of is maybe only the small ball can fit in certain holes. It flows better and I don't have to try the three characters randomly until the gate is gone for one.
Honestly, the snakes being made up of words was really, really cute. It's hard to give personality to a terminal game, so 10/10 on that part!
I know this is crazy, but hear me out. What if the snakes could combine themselves into spelling new words, and if they spelled something recognizable they became a more powerful snake? What if the player could? You don't really have that level of control over spelling as it is, but.
Gorgeous art, you say you did that all yourself? What a wonderful aesthetic, the whole watercolor/crinkled paper thing. All you really need is for it to loop without an obvious seam as you scroll.
The premise is interesting enough, but it lacks execution. No time, I get it. It's just not that fun to play, even if very nice to look at while you are.
It's not fun to chase lone characters around the map once you've already certainly won. I think the boss snake needs a better intro; clearly it's very cool! Level 5 gets super interesting, it took a game I thought was lackluster and grabbed my attention with it. But I still don't understand for the life of me what's happening and I couldn't make it past. I wonder what other creative enemy ideas you might have had further on.
Yeah, okay, I dig this one. There are so many interesting interactions you can have here, especially with just one or two more colors. I wanted to experiment and was still thinking about it after I finished, so that's a good sign, right?
Maybe give the players something they don't need to solve a puzzle, let them experiment and make wrong assumptions, like a math word problem or something.
Really impressed with what you were able to do solo. Art's great, the visible states the eyes can be in helped me pick up the function of the shapes and how to play pretty quickly knowing nothing about the game. Really clever and subtle, props for that.
Design-wise, though, it's just not fun. It doesn't have to be, but it doesn't evoke any sort of emotion at all. I made it to 40 meters, and I really wanted to give time and attention to as many games as possible, but I had no will to keep going. Would have been really cool to see something special for each shape, like a place where having a triangle to use as a wedge or circle to roll without flinging could be used to your advantage, but right now the only special one is the middle guy because it can't fit some places and is usually harder to move anyway because of the two attachments. Both of those don't feel good to the player like realizing something clever would.