<3 finally got around to playing this!
it's lovely and the music and graphics really fit! definitely a nice wholesome timesink for waiting at the doctor ^^
iani_ancilla
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Yep all you said makes sense, I guess my jam -addled brain didn't consider that. Trying to give it some more thought, I think what I actually wanted was not an undo button, but a way to understand "how the hell did I get to this situation". Maybe, if it doesn't clash with your design ideas, a replay button that replays all moves you took till now? It might actually also make for a nice end of level "reward" seeing all your light switching animated as a sequence?
This is addictive as hell, and it is unbelievable that you did this in little over a week... not just the mechanics, but the BALANCING! Incredible. Do you have a dev log or anything where you say how you went about balancing all this so well in such a short time? It would make a very interesting read!
This is addictive as hell, and it is unbelievable that you did this in little over a week... not just the mechanics, but the BALANCING! Incredible. Do you have a dev log or anything where you say how you went about balancing all this so well in such a short time? It would make a very interesting read!
the number of screens was decided because 12 is the buttons on a standard gamepad, and also it is 3 rows of keyboard keys for each finger. At the start we considered making this a typing game, in which to shoot asteroids in the right order you needed to type specific words, but that seemed less fun and chaotic, and was also kinda hard to make possible for different keyboard layouts, and definitely for pad.
I love this, though I found it impossible to ship anything other than the tutorial weight.... The visuals and story are great, very polished and fun, and the little dialogues for losing my cargo were adorable.
I have a question though, does it fit the Last Stand theme in a way I cannot understand because I am having a brainfart moment, or there is no real connection?
I really liked the art! I think it might have looked even better if the background had had some texturing or a different colour to really make the pencil-sprites pop.
I liked that there are different weapons with different damage values, but it seems that this is flat damage values that apply in the same way to all enemy types. Have you considered making each enemy-type more weak/resistant to some weapon types? I think it would add some variety and strategy to weapon-choice.
Nice, and very fitting to the theme, but I think difficulty increase is a bit too slow for a jam game where people have limited attention-span.
Are you aware that you can reload while holding your "aim"? I mean, if you charge a shot holding the mouse, then keep it held and press R, you will reload but also be ready to instantly shoot. Not sure it was intended, as it's an interesting mechanic but does not seem to fit the theme of the action.
This is amazing, so cool to see similar idea to mine, but taken to such a different and great place. I love the writing, models and animations, exptremely satisfying. I think the near-plane clipping needs some more thought, and maybe frid-base movement to make this more puzzly and less platformy, but I am seriously enjoying this (not done yet but wanted to rate before time runs out ).
One super minor thing I would change, is add the ability to click to show all text at once during dialogues.
This is lovely, very well put together and the animation when climbing is just too beautifully goofy, I love it. I also love the walking sounds, very fitting. Having some mechanic to lead you the right way and some time pressure might make it more enjoyable, at the moment looking for potions can take a bit and since there's no real way of being "smart" about finding it it can be frustrating (or maybe there is and I am not smart enough?)