Haha! Thanks for the comment, hopefully I can make it even more fun
Jah_Coby
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Of course man! Wanted to give you the take on my experience with it, always good to see that things you expected may be an issue is confirmed lol, may want to try looking at the walking vs projectile speed as well tho, thinking on it further I think that may have been part of my issue, although I'm unsure if that may have just be the adjustment period. Perhaps a wider play area would also negate the need? I'm not sure honestly, thank you for the comments as well, and hope you have a great week here!
Wanted to come check out your own game and wow! Love it, I like the idea of killing the wizards to allow for the removal of the zombies like slaying necromancers haha. I might suggest adding a tip or perhaps even a small bar or signifier that the torches are lighting up/take a moment, as I did not realize at first why it sometimes lit or not. I like the mechanic design here, with the zombies rushing you, while you have to contend with killing the ranged wizards before you can take care of them. Its certainly a game I could see myself returning to for play, although I will say sometimes the combat can feel a bit, off? I'm not sure if its projectile vs walking speeds, or maybe the nature of the attack but sometimes it can feel a bit frustrating to work around it however that was the exception more than it was ever the majority, all in all one of the better games I've played here!
Wanted to come and check out your own game, and I like it! It could certainly benefit from polish or further expansion but the concept and mechanics are great, other stuff comes with having more than 48 hours haha. It is a simple yet engaging game so well done, could definitely see it being expanded into a full puzzler that I would add to my collection
Appreciate the comment! Glad to hear it was an easy system to pick up on, I tried to make something that would be quick to get the hang of with what little bit of extra depth I could manage to squeeze in short time. There are a few quirks to the movement system you can take advantage of, although I would definitely look to improving it further down the line mechanically, thank you for the feedback!
Thanks for the feedback! I ended up adding a red "energy field" to the robots as an obstacle to help them stick out more, but its good to get the feedback there to ensure I'm working to make important aspects pop from the background. Helps me know I was on the right track in believing the chosen art may have been too similar to the background haha. For the controls I would be curious what you would like to see in the design more specifically either for more function or if you felt you wanted certain functions mapped differently? I believe I will end up on a two button design with context based controls in future. Possibly leaving holding of the button to instead control for the jump height
Wanted to come and leave a comment on your own game, great concept for a puzzler, could see myself getting lost in a touch version of the game, which I feel might benefit greatly from that change in controls if you ever develop it further. The assets and such do exactly what they need to , and the game itself stands up well in its mechanics, excellent stuff
Great little game here, its well done for exactly what it needs to be, nothing added without reason. Would certainly love to see an expansion on the idea, the order of some of the tutorial instructions might be more useful done differently but unsure of what would be the ideal, and would be interested in seeing how it played with mouse direction based movement, similar to a "twin stick" vs tank style rotation, overall a great concept and enjoyable execution
Thank you for the comment! I tried to get the most I could out of "joining" your health to your own ability to try and keep that health. I tried to search for the assets that felt like they fit the best in the time I had so love to hear that everything seems to work well together, appreciate the feedback and time on the game
Thank you for the feedback! I definitely want to expand the mechanics once I have more than 8-9 hours to work on it following the jam lol, so more should hopefully come! I do need to update the description from my tired self this morning, to specify for the jump context, you will always double jump when you tap while falling, and always attack when you tap while rising, I attempted to get the most out of a single button as I could. Future designs I will likely be designing context around two buttons, any feedback on designs for likes or dislikes is always appreciated, and thanks again for your time and comments on the game!