yes sadly I haven't managed to find a way to export to mac or linux as of yet. Thanks for trying to play it however!
G̸l̸i̷t̴c̶h̸e̵d̵ ̷J̶s̵o̷n̴
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I thought it should work with linux and mac since it was made with java, which has a way around these os specific compilings, but sadly it doesn't work for whatever reason. I have updated the game platforms, it only displays that it works with windows.
If I find a way to fix this and have it work with mac, I'll update you
Oh wow, very few people manage to get to that part. At least from what I remember from my playtesting. Good job!
Yes, this is supposed to be the end credits, signaling that you've beat the game, but it's also an extremely subtle tutorial hinting at the existence of glitch levels. in a few unique levels, instead of solving the puzzle normally, you can create a paradox by either subtracting two infinities, or dividing/multiplying an infinity with zero. That will unlock that level's glitch level. They are the game's challenge levels.
Thanks for playing and congrats on beating it!
Most of the levels were made on the last day with a very tight schedule, so balancing was the last thing on my mind. Definitely should have spent more time on a proper tutorial and a more gradual difficulty curve. I also only play using WASD on basically every game, so if someone doesn't remind me to also include arrow support, I just forget about it.
I'll try to fix the tutorial and arrow problems on the revised edition. Not sure how much I can do for the difficulty curve but I'll give it a shot. Thanks for playing!
Fun and short game. I like that it had 16 levels, not too many not too few. I don't really understand why people say it was difficult, I finished the whole thing in maybe 5-6 minutes. I also really liked the ending where it shows the tiger going backwards, that was really fun to watch! Great game, well done!
neat game, but I felt like the difficulty spike was a bit too harsh. I needed to get keys but my 50hp guy was just getting one-shotted by 3 unavoidable knights. I'll try a fast-spawning minion only strat and see how that turns out. There's enough room here for a lot of strategizing which I like. Also the music was awesome! Great game, well done!
Fun puzzle solving, there were plenty of levels too and the difficulty curve felt natural. I will say that the last level was a bit hard, but that's to be expected for a final level.
I would like to see the path that the boars take before I move, I would usually just have to make a random path to see how they move before trying to solve the level. Maybe also a small animation to indicate which boar moved and to where, because it felt like they were teleporting everywhere. On that last level especially it took me a while to understand their pathing.
Still, very fun game, especially for your first game jam!
Ohhh, I see. I thought it might be like an initiative roll or something, but couldn't confirm by myself, thanks for clarifying!
Also yea, I did exaggerate with that 3-4 step thing, but in my defense it 1) feels like it, and 2) I did get an encounter first step as soon as I left the castle, so it might count protected areas as steps too.
I will rate some more games and then try out that final boss, I'm really eager to try that out!
seems nice, I especially liked the little poem at the start. Music was great, and the hand drawn tigers looked really good, but the game doesn't really reward me for getting the image close to the original. Also I can't start drawing outside a box, and I also can't stop drawing if I leave the box.
Still, a fun game!
Fun and short, had a solid boss battle and made full use of the limitation and theme. It was a bit short, only 3 very quick levels, but still enjoyable!
I don't really get why I can only shoot to the right, and not in all directions though. Also the tiger boss would still hurt me even if I was nowhere near the left side of the room.
Very fun game! There was a lot of content for just a jam game. It was a bit difficult at times, the enemies were showing up every 3-4 steps (a lot), and there were a lot of misses on my guys, but it was still enjoyable enough to give it 3 tries and an hour of playing time.
Some small bugs (or inconsistencies, not sure):
the battle music didn't stop playing after I got beat, and persisted to the next run.
the order that units would go in battle. I'd use 3 guys, then the enemy, then 3 guys again. (edit: I'd have 4 people in my team)
Surprisingly few bugs for a jrpg made with a custom engine.
And just for personal difficulties on my end:
I had no idea what to do after I escaped jail. The repair guy did not show up because I didn't read the bookshelf. After I went back and read it he appeared, and even then it took me a while to find that secret catacombs entrance. Also was there supposed to be a boss in there? I got the dialogue after I got the ring but no boss showed up (I just gunned it for the exit).
And last paragraph because this doesn't fit into any other paragraph:
Very fun game! From making fun of generic jrpg tropes, like grave robbing and the eye of the tiger, to the fun characters, like the mermaid spider chicken and squid (the squid might be bugged, the tentacle attack dealt 0 damage and healed for 0). It's clear that those characters aren't supposed to be as strong as the typical ones, but I still found them really fun!
Overall: great game! If you didn't mention that it was made using a custom engine I legit wouldn't have known.
Thank you very much for the feedback! I have already tried some of the stuff above and can give immediate answers.
- The bullets being shot sound effect is still very much WIP, as well as the slider options for the sound system as a whole. I will definitely be fixing most of these problems and bugs soon.
- Customization for the character was already planned actually, glad to see that others want this as well! The achivements currently do nothing, but will unlock cosmetic features for both the character and game's theme as a whole.
The background tiles on the Extras option menu is actually a prototype working on that. - Clone was an ability I wanted to implement but for some reason haven't yet. I'll move it up the priority system so that it comes out before version 0.5
- Shot was also an ability I wanted to add, but it was later replaced by the Bomb ability. Removing towers from far away with easy to get repeatable abilities was simply too easy.
The bomb ability provides tower removal but with a risk, and the black hole perk is now the substitude for an easy way to remove towers.
Now for the other stuff that you mentioned
- Better UI. honestly I was kinda avoiding that, but will definitely put some more work into it.
- One Time abilities: Some abilities already have a limited ammount of use, but I see the difference with your idea. Will definitely experiment a lot with that, I feel like it could add so much depth to the game.
- Time Dilation ability: amazing idea, definitely adding it and potentially replacing "Precice Movement" with it. Thank you for the suggestion!
Again, thanks so much for the feedback! It really goes a long way in motivating me to work on this more. Super glad that others want to see this project through the end!
Thanks for the feedback, glad you liked it! I'm currently trying to nerf the boss rounds however I can. One idea I had is already out on version 0.1, but I've already thought of another way that it could work, which will be coming in future updates. If you want to follow the post jam version of this game of course!
Sorry, I don't think I'll be able to do that. It's the second time I'm making a game using my own engine, and I already run into problems exporting it into an executable. Just thinking of all the changes I'd have to make so that it could run in a browser is a lot. If I made it using unity then it'd be a whole lot easier.
But for mac it should work, as well as any other operating system. Not sure if it does, as I haven't experimented with it, but from what I've read it should be functional.
My god that game over screen is incredible I need to learn how to make that.
Oh, right, review. Very fun game! I felt like I was playing super hot all over again, but with a time limit and more effects and that dash to get bullets mechanic, wow that's a really good game. Yea, I got no words, it's an amazing game, well done!
It's a very unique aproach to a bullet hell, not bad mechanic wise, but some small improvements could make all the difference in this game. The game-over audio is a bit weird, don't feel like it matches with the tone of the rest of the game. The main menu could really use a different less saturated color. When the rest of the game is in this black background, the super vibrant pink is just out of place. And last but not least, please change the camera so that instead of being centered on the player, the player is on the top of the screen. I never have any reason to look above my character, so it's just wasted space.
Not that bad otherwise, had a fun time playing!
Great game! I liked the intro cutscene and enemy variety, but a bit more clarity on what the upgrades do would also be great. I also run into a bug when trying to buy the first upgrade, forgot to take a screenshot of the error message though and I haven't been able to recreate it. Great game none the less, I enjoyed it!
That was really fun! It's very punishing if you get hit, as your power also goes down, and then there's not real way to bring it back up, since the enemies that drop the power ups are too hard to kill if you've lost a power level already. very fun though, I like the enemy variety, and that graze system is just incredible!