Cool idea. I like the floaty feeling of the movement, and having to collect your ammo to continue shooting is a great way to encourage movement around the map.
HorizonShadow
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This is my first submission to a Trijam. This game was made using dragonruby. You can check out the source code here: joshleblanc/trijam-266 (github.com) (sprites & sound omitted from the repo).
Sprites are from Kenney: Shape Characters · Kenney
Sounds are also from Kenny: Impact Sounds · Kenney
Music is from ineedmusic.co: Lo-Fi Music Pack – Ineedmusic.co
This project leveraged drecs, a simple ECS system for dragonruby: joshleblanc/drecs (github.com)
This is fantastic!
Really clean UI, the multiple camera options are much appreciated. The skills are cool, and the ui to upgrade them works really well. Really like how you've organized all the UI.
I noticed 2 bugs: Once I equipped the iron sword, I could no longer attack, and when someone _else_ equipped a weapon, I could see the world widget for that widget following them around.
Other than those 2 small things - perfect. Really, really love this. I think the global kill requirements was a stroke a genius too.
This is great. I really love jumping puzzles, and this fits the bill perfectly.
I do wish there was some sort of indicator I should have looked up once in the warped reality. Took me a second to figure out it was a jumping puzzle.
I also missed one of the pieces on my run through (the one on the anchor). I didn't know I missed one, and spent far too long trying to figure out where to go from the telephone pole at the end.
I really liked the various "NO", "YES?", and arrows giving you nudges in the right direction.
This game is great. As soon as I spawned in I recognized the orcs must die setup.
I do wish we could form walls, but that would be much harder than just walking paths.
For just being done in a week, you've basically created a complete game here. The mechanics are all there, the UI is all there. You could expand this forever, it feels like.
Really good job
This is an interesting concept. I appreciate the tutorial under the help tab.
I _really_ like the explanation of how CO2 is a global resource and players have to kind of manage it together.
I'm not 100% sure what the goal is exactly, though. I think it would be helpful if you could see the change per turn of your resources. For example, Money: 170 (+10) would indicate you're gaining +10 per turn.
I love the tile animations when you change tiles, that's really clever.
I think I'll need an explanation of "how to win", then get 3 other people in here to really appreciate it, but from what I can see, it looks really cool.
This has a lot of potential. Clearing the area after placing the awning is a great mechanic. The first 2 quests are a good introduction to a quest system, and the intro was a great introduction to the story.
I think this is a great start to something, and looks really good after only working on it for a week.
After much turmoil, I did manage to complete this. The collection of the wechiles to progress was _tortuous_. I didn't get the fifth key until my 5th box ;_;
All in all, I like the concept. I think there's room to improve with the pacing , but the groundwork is great. There might be an opportunity to add a leaderboard for how fast you progress, or some such.
I didn't manage to kill all of the enemies in the final room, I just skipped past them to the Captain. I was losing health far too fast and have terrible aim.
I think this is a great start and a really impressive entry for the 1 week time limit. Performance is an issue, but it's crayta, so you're forgiven.
Judging by the sound effects, "space" is a giant invisible water voxel. I think that's incredibly clever, and kudos to you for thinking of that.
I think this is a good entry and has a ton of potential to grow in the future.
This is a super cool idea, and is a really clever take on the shape the future theme. I'll echo Ephemerald's comments that I'm getting frustrated, but I wouldn't say that detracts from the quality of the game design.
I think maybe the frustration comes from an unclear understanding of which timeline you're controlling, but I'm not sure. It could just be I can't solve the puzzle :D
I love this. Took me a second to figure out what was going on, but once I did, this is brilliant.
I was left confused for awhile because the prompts were a little off. For example, to harvest the farm it says press e to "pickup". I assumed that would just pickup the tile again, not harvest the farm.
Once I got that all sorted, game worked great. Really like this one.
Thanks, got it all sorted.
I was alone while playing this, so I'm not sure if everyone spawns on the same playing field as you. Regardless, I think this is a really novel race concept between players.
Obviously, I had a little bit of a hard time with the rules, but with an explanation I think this will be a lot of fun. I like the climbing aspects to get the final gem.
The increasing wall thickness is an interesting way to spice up the rounds.
All in all, a solid game.