What a polished game! Really well done!
JD2895
Creator of
Recent community posts
Thanks very much for playing it!
Fun little fact: The random colors on objects wasn't in the original design of the game. But near the end, we realized that there wasn't a good way of separating "objects you interacted with" vs "objects you hadn't interacted with", and the black-and-white filter was just a last minute thing we added to help tell the difference :D
Wowow! The generation was neat, exciting to wait for. And all the upgrade paths and seed options made for a lot of depth! The input or character controller felt a little janky from time to time - I feel like I expect a game like this to feel a lot more nimble and lighter? But that's only a tiny issue. Well done!
Wow this game is super cute! Love the style! Love the turn based dungeon crawler too. Can't believe you did it without an engine in such short time! So many surprising interactions too! Would have loved a bit more text explaining what was happening, but it was also fun to discover things by clicking around!
Wow that was amazing! Half the fun was just looking at the amazing levels you created! I don't know if there were any instructions anywhere, but I didn't need them! What an intuitive concept.
The few things that caught me off guard was the fact that some things were desturctible and some things were interact-able with the mouse and some with the magnets. I would have appreciated some sort of visual distinction here (at least for the destructible objects)
And way more of a polish/post-jam request, it would be great if the player could tweak vertical/horizontal view rotation speeds. Getting my view from the top to the bottom of the cube felt really slow
That all being said, I still absolutely love what you've done here, it's great and I would love more levels!
Nice!
Really cute game, art and sounds are great! I love the mechanic and I feel like it has lots of potential with even more soul types! Maybe even make the way the souls behave necessary from time to time? (like you need to use them to smash through walls). But yeah, really excited for what you do with this!
One thing I will say though is that the spikes and spinning saw blades made me think my character was going to get killed! But in reality, they just do the same speed reduction as all the hazards, right? I would recommend having hazards that look like they will effect the player the way that they actually affect the player (eg. a saw looks like it will hurt/damage/slice the placer, some thick slimy goo on the floor looks like the player would get stuck in it and slow down).
But that's just nit picking, overall nice entry!
Wow. I think the graphics were literally too god. It became kinda of distracting haha (kind of strange, but I also felt like the sound effects were not good enough for such great graphics?)
Either way, those a good problems to have because they are easy ti fix! You had some interesting puzzles going there, great job on that!
My only other request would be that there is some sort of way to control the character while they are in the air, especially since this game involves a lot of jumping that is very timing dependent!
But again, solid jam entry!
Nice!
This is really well made! Generous enough to feel possible, but if you aren't careful you could easily lose!=. Good job on balancing that! With a bit of polish, this could be a great standalone game!
Some feedback below:
Great that I could see my score at the end, but I couldn't tell how good I was doing? For example, one time I beat a level with 1 person left and got 1000 points, on another level I had 8 people left and had 2400 points. I didn't know if these were good or bad numbers for the level I was on. I would recommend putting a 'grade' next to the score (eg. "S", "A", "B", etc) so that players know that they could try and be better at the game
Didn't seem like I was being rewarded for completing the level using fewer troops? If I was, I wasn't seeing it. it would be great if any left over money I didn't use carried over to the next level (as one possible solution), or it could just be bonus points at the end of the level!
I'm not sure, but it seemed like I was rewarded for spending as much money as possible and thereby letting more people survive thereby giving me more points, but the 'placement' phase of the game made it seem like i would be rewarded for strategy and that implies doing more with less.
LOL
I think you're actually right, I might have been thinking of a sea cucumber but I just didn't register it hahaha
The way the art thought process went was: they need a way of looking like they can walk on spikes (regular legs wouldn't cut it, wavy slime it is!) -> they need to look strong and like a platform (give 'em a good ol' turtle shell) -> wait how do we combine these things (we.. just.. do???)
And then a teammate called it a turtle and it stuck ahaha