I absolutely know that feeling. Took me 20 minutes to beat our last level after the jam finished. Turns out developing & polishing a game while doing great level design is a big task for 48 hours :P
Heremeus
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Loved the game! The artwork was beautiful!
Did the fourth enemy attack with his block instead of his attack sometimes? I felt like I debuffed it's attack enough to survive but it struck hard. Managed to beat the game in the second attempt though - regen+poison build seems great :)
Followed you in hope of a post-jam version!
Thanks for the feedback! Great to know that firefox (maybe?) works. It didn't work when we tried it after uploading and we had similar experiences with firefox and Unity WebGL games in the past.
Yeah, I wish we had a little more time to work on the level design. Our game/level designer couldn't join this jam due to internet issues, so it was a difficult balance between gameplay, level design and polish in those 48 hours. Didn't help that it took us over 5 hours to come up with the idea haha.
Managed to save the sacred mountain from those pesky climbers, yeay! :)
Would have loved to see the climbers stats (even as simple text) to decide which cards to play. Playing damaging spells wasn't really an option without knowing how much health they had left. But setting up all those landmarks and seeing climbers go down instead of up was very satisfying (until some climbers reached -4 and proceeded to go up again by 3 after the initial descend haha).
Impressive code editor! Would have loved more stages with puzzles like driving around obstacles.
I struggled with the angle_to function in the last puzzle though. Why is rad_to_deg((0,-2).angle_to(1,0)) 90°? I ended up calculating the target vector and using the Vector2.angle() function (realised later that angle_to_point does that).
Wow, this is amazing! I'm surprised how much you guys could get done in only 48 hours. Really solid on all fronts. The art style is really charming, the audio was great (especially the band's song) and the gameplay was full of neat little details (like the crowd reaction to death bumping into them).
Wow, I'm impressed that you made it that far! Thanks for the feedback :)
The last level was rushed (we ran out of time) because we wanted at least one level with the faster movement and music in the submission (we had a third speed prepared but ran out of time). Took me over 15 minutes to beat the last level.
Thanks for the input! Yeah, we're working on improving the difficulty and learning curve for a post-jam version. Our level/game designer couldn't participate due to network issues and we ran out of time for proper level design. The collision was improved/fixed but the submission deadline was already over to upload a new version.