Understandable.
The potions are simply the goal. Once you complete all 5, that's the end game in the current state of the game.
Unfortunately, we neglected to convey that in game
Thank you very much for the feedback, especially about the pitchfork bug!
It will help me improve the level design for the post jam update.
I also made this with a possible multiplayer update in mind, so hopefully I can get this balanced enough :)
Ya, I unfortunately couldn't get to audio in time, and couldn't think of a fitting melody/instruments. Still can't honestly, but I will see about a post jam update to include audio and other things such as a leaderboard and multiplayer!
And glad you liked the camera, I was very happen with how it turned out. If you would like to see it being done, It's actually in the 1st dev log video. I speed up the actual coding portion, but you can still pause at parts and read it :)
Love the gameplay. Balancing is pretty tough, but I think a decent job was done. Though I agree with some of the previous comments, variation in types or movement would be nice. I did like the current percentage of archers to warriors, however. I also noticed only 1 damage upgrade?
I think this has good potential to be a really great game with some updates and polish! Perhaps some level changes every so often would be good! Either small level changes in the current design every x amount of waves, or just thrown in an entirely new level every x waves. Or possibly even make it a choice to move to a new area every x amount of waves. Would do some sort of incentive to change or stay like the the upgrades. Pros/cons
I like the concept. Seems like a good prototype to an arcadish game.
The main things that bugged me were the controls, the damage/trip recovery time, and the difficulty to actually hit an enemy.
The controls, I would've preferred a mouse for at least the attack instead of enter, or maybe the option of either.
The recovery I felt was just a little too long. It felt like throwing a weight into a high speed mechanic.
The last one might just be a personal issue or it could be a combination of the previous issues, it just seemed difficult to actually hit something without the jump attack.
I like the audio and the fluidity of the mechanics, however! The design overall is an interesting concept
Hey there! We really appreciate that feedback! I do believe we forgot about the planes possibly obstructing the camera view. That's definitely something to fix in the release version.
We glad you enjoyed it nonetheless! Be sure to be on the look out for updates if you'd like to see the progress for the release!
Hello everyone!
Honestly, we don't really expect many people to be reading this. But it's good practice to get started, right?
During development on this, we enjoyed making the game so much and had a vision for a complete version that would not make it in the jam entry. However, we are definitely going to pursue this support and go for a release version!
We'd like to thank everyone in advance who decides to hop aboard and follow the journey. We will be posting devlogs when possible and keep the community updated on progress.
However, due to misc. issues, we may or may not have a WebGL build to release. We will do our best for both a Windows and Mac download version!
Once again, thank you for the support in advance and we hope you enjoy the journey as much as or more than we will!
Ya, unfortunately we are aware of the no click bug and have worked to find a fix. We are still unsure as to the cause, which is why we implemented the save feature to allow you to go back at any time!
The no movie issue is a balancing issue we've also had trouble with.We are glad you enjoyed yourself nonetheless however!
The game has a great concept to it! A few things to point out:
I think it was level 5 or 6? The room with the 3 falling platforms at the right side. When I die, the screen goes to black, but does not fade back in. I can hear my character moving via SFX but the screen simply stays black.
The player seems to get stuck on the ramps going up and it's hard to control things while making them rewind, I would suggest making a more curved response to the rewind objects so you can follow them with your mouse, or just click and need to hold without following.
I loved the layout of the levels though, very good engagement style tutorial!
Overall, you have a good game!
Loved the aesthetic direction!
Menu transitions were a bit long though. Would've been nice if they were quicker as to not slow the flow. The kite mechanic was pretty unique and makes for a great endless runner! Though, I couldn't jump at times and was confused as to why.
But overall, Awesome turn out!
Neat, I think this is the first time i've seen rewind be the enemies weapon instead of a players tool!
Unfortunately level 2 seems to have some poor design as it's nearly impossible to get through... If the devs were the play testers, just remember that the developers of the game always make the worst testers as they know everything about the game and how to play. When they feel it's too easy, they ramp the difficulty and play test some more, leading to a difficulty creep.
It was a neat concept though! The blocks you stand on have great applications and balance pretty well with the rewind