Most definitely 🤠
JeJuneCartoons
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Thanks for the clarification, I’ll definitely add some QOL changes for these issues next update.
As for drag selection yes I’ve checked and it seems your correct it doesn’t allow you to drag when holding shift, likely because I’ve coded the nodes to ignore any other input beyond selection / deselection when shift is held. I’ll need to modify some things to change this behavior.
Are you on windows or a different version just to check? I may have to dive deeper into this bug.
Currently I find the feature works fine when I simply:
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- Drag (via LMouse button) a selection around the nodes (not holding shift or any other key).
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- Grab a node (via Lmouse button) within the selection and move the mouse in a direction (again without holding any other keys)
Thanks you for your interest in the app and the detailed feedback I’ll try and address these either here or in the next patch / update.
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If we’re talking about Jots there is a counter for whether to drag or enter text selection, on first click it will merely select the node and allow dragging, while a second click will enter the text box, this was implemented so that the card doesn’t get dragged when you’re trying to select text, if you make a habit of deselecting (clicking outside any node) before dragging cards it should be more consistent but I’ll take a look at possible changes.
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At the moment this is the intended functionality, the title text box expands according to the text inside. If you expand a box but then remove text and want it to go back to the default or new smaller size you can click the right side of the box and it will reset if the box is currently larger than the default size, and double clicking inside the text box will reset it as you type again. I may be interested in redesigning this node later to include more customization properties for text sizes, fonts, colors, etc. Open to further feedback.
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This one may be a bug if you can find a reproducible way to do this because currently on my computer this function seems to work for both drag selections and manual multi-selections using Shift+click. Once the items are selected (indicated by the highlights) you should be able to drag any item that is selected to move the whole group, and clicking outside of the selected items will clear the selection.
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Noted I will definitely try and add more settings next update. I have a very high DPI mouse so I don’t feel it as much but i know that’s not the case for everyone, especially those with larger resolution screens.
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In terms of pure technical level Zoom is using a hard coded number each time for both the icons at the top and scroll-wheel scrolls. There may be some jerkiness if zooming near nodes (especially jots) as they will steal the scroll-wheels focus for their own text-boxes when hovered. This is technically the intended function so that text can be scrolled when a jot isn’t selected but I’d be open to reevaluating this.
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This one is definitely on the Long To-DO list for future feature updates, grid alignment and general alignment tools for selections, Idk if i can promise it next update but I’ll note the desire for it.
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Yes this is a bug, I’ll try and fix it next patch.
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I’ll try and add a setting for this, as I do agree it’s non-standard. Personally I prefer it for the typing experience.
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If we’re talking about SubBoards, there actually is a feature for this, underneath the icon that activates the subboard is a text box for describing the purpose of the board and that text will take the place of the boards default title (Similar to the Plot Nodes).
Very good art and character designs, definitely a highlight. Instadeath isn’t the greatest feeling with how long it takes to get back into a fight with a boss. The combat is fine, and the theme implementation is pretty neat. I like the theming going on, I went with a similar idea of fighting of sins/vices but only got through 2 of them lol. Good job
Very fun game! Duck hunt controls is a classic and has been implemented very well. i really enjoyed the gameplay and the boss has been designed well with his movement and attack patterns. My only critique is the way that the player is damaged. I know it’s mentioned in the instructions but it just doesn’t come across as intuitive as seeing a player character getting hit. If you are gonna keep it as the different targets that need to be defended while also attacking the boss, I would try and incorporate that idea into the themeing of the game, maybe make them villages or just bases or something that Implies “Don’t let this thing get shot”. Otherwise I had a lot of fun with this and could definitely see it as a full release.
Fun entry! It feels really good to play, especially the weapons. The exchange theme has been implemented well, I like the hook mechanic for stealing weapons, I thought it would be cool if you could disarm enemies temporarily with it but even as is it’s fun. I could definitely see this game be expanded to a full release.
WOW this boss certainly has a presence. The scale of him and that initial jump into the stratosphere left quite an impression on me. The actual fight and attacks were good as well, I could definitely see the potential here for a full release. The players attack is interesting, I enjoy the projectile rather than melee approach. The movement feels like it would work well with a finalized environment, at the moment it’s just kind of running and dashing out of the way of the bosses attacks, but i see the idea of the wall running and getting vertical to fight being very interesting for a final version.
Thank you for the kind words and playing! I had noticed most games tend to upgrade the player but also increase enemy difficulty essentially negating the upgrade to bring challenge, so this was a fun experiment in a different method. I definitely have future plans for more content and some QOL features like tutorials after the jam.
Cool core mechanic, well implemented switching and supportive objects for making it useful. The base combat is a bit sluggish, and while i understand that the focus is on using the environmental objects to attack instead, the projectiles collide with other things very easily and so even if you set up an explosive perfectly the shot you make to set it off might not connect. Overall still enjoyable, could definitely see a full game of this, maybe more puzzle-like in it’s design.
Fun art style and boss designs. Interesting core mechanic, definitely a challenge. It would be nice if a hit with the bow also replenished health and the sword just does more healing rather than being the only way to regain health. ATM firing at enemies is just asking to die quickly. Could definitely see this as a full game, maybe more turn based instead of real time, as it’s kind of hard to strategize attacks and health consecutively.
Interesting aesthetic, I like it. The combat is simple but fun, I like the effects for the attacks. The boss could be a bit more challenging with their movesets and attacks, atm I was able to just constantly blow them up and laser them. Definitely worth expanding, I think a full version could be enjoyable.
Tight controls and combat. The primitives have been arranged very nicely for the environment and character designs, very cubist. Animations and boss patterns are very cool, but with how much health they have the fights can become a bit repetitive, even with the color matching mechanic, which is neat.
Very nice animation and artwork on display. The combat feels snappy movement is pretty tight. The first two fights felt a bit one sided, the character switching mechanic is cool but I couldn’t really tell any different gameplay wise. I have no frame of reference for how far I got on the third boss, or if I was damaging him at all. I would love to see this style continued though.
Good penguins. I enjoy the models, character designs, and environments. The Movement is fine, but combat feels a bit stilted from the get-go. Upgrades and the exchange mechanic can shake up things a bit but a nicer way to combat bosses from the beginning might help. Overall well made, and could def see it’s potential.
I won’t harp on the camera too much as others have mentioned it but yea it definitely detracts from the experience. The aesthetic and character designs have a nice feel to them, very charming. I do like the concept of the character swaps and different moves that balance one another out. The tutorial was a bit tricky mostly cause it didn’t seem like some attacks were working or I was in the wrong character. Overall i think there’s a very good base game here it just needs to lock the mouse to the screen and have some camera settings and its probably almost ready for a full release.