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Kristoff Red

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A member registered Aug 16, 2021 · View creator page →

Creator of

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I'll add a dark mode for the background! Thanks for the insight ❤️

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Yep it's a bug that's on my radar!
Will be fixed after the game jam ends. Thanks for playing!

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Thank you! ❤️

Thanks for playing!

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You're the 1% of gamblers who didn't quit before they won big 🔥

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Thanks for playing!

Thanks!

Incredible stuff there!

Thank you! The plan is to get the Steam page out before the end of the rating period. ❤️

I'm planning on doing Steam but not mobile. I just don't like the mobile market.
Thanks for playing! ❤️

There's a game speed setting in the options... 
Thanks for playing!

downloading the game and resizing the window to be smaller helps a lot 👍

🔥

thank you! ❤️

Mac issue, can't do anything about it :/

I'm so disappointed that you don't get extra damage for filling up the grid. The whole point of Tetris is to fill up rows, and here it does nothing.

Also I don't get the reason why you made it so that you have to click on each piece afterwards, there doesn't seem to be any synergies that would require me to click them in order. The "end turn" button should just activate all of the pieces on the grid. This would make the UX a lot better because there would be less buttons to click. There have been multiple times where I pressed the end turn button instead of clicking on the pieces, and I lost a ton of damage potential.

Also I don't really like how you have the exact same pieces every turn, it just makes the battle boring after the first like 3 turns. You could have the shapes be random, and then assign a spell to each color or something instead.

Does it have potential? In this state, absolutely not.
If you were to add combos, randomized pieces and some synergies between pieces + some interesting mechanics to the battles (so it's not just, player attacks -> enemy attacks -> repeat), then maybe it does.
It would need to be some sort of a roguelike or idk, with stuff happening between fights (like in my game Umblight)

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This is such a good game, but I'm so mad that it doesn't have proper sound design, and that grabbing objects is painfully janky 😔

edit: please add a fullscreen button if you're doing webgl

I read through all the other comments, and the only thing I can add to it is that the text should be a bit more dynamic. Currently all of it appears at the same speed, which makes it hard to read because humans don't read like that. You should add small pauses after each sentence, option etc.

I would also probably make the game less zoomed in, so that the large jumps caused by the images become less of an issue.

I didn't even really notice SDFGI but yeah that makes sense.

Yep, that's why the leaderboard is sorted by least objects, and then time. Not the other way around.

Alright here are my notes that I took or something like that:

  1. I really like the player movement, it's super smooth and feels amazing
  2. Love the pause menu
  3. The goal of the game was slightly confusing at first. I got into a level and had no idea where to go. I'd recommend putting some decoration or something to show where the player is supposed to go/where the exit portal is.
  4. If you're not gonna have a player model, just disable the hammer shadows. It looks a bit funny when you see the shadows of a floating hammer.
  5. I may or may not have found a cheese in the map which you can access by climbing the tower
  6. The extrude mechanic was a bit weird at first. Needing to move instead of moving the cursor feels a lot less intuitive, but it can make more interesting puzzles. I also didn't understand why I couldn't move cubes in a certain direction (they were blocked, but it was hard to see)
  7. Please add footstep sounds 😭
  8. Not sure how I feel about the "unity crosshair" in a Godot game 
  9. I'm not quite sure about the level progression. All levels are basically accessible from the start. One of the first levels I entered was the underground one, which I obviously couldn't solve (didn't solve it afterwards either). After returning to the lobby I saw the other portals. Again, it's just a case of making where to go more obvious. Having all levels accessible is better for jams, in case someone gets stuck but they still want to keep going, but it can generate these weird scenarios where the player has no way of actually figuring out what to do because they hadn't been taught yet.
  10. Is vsync on or off ? Because during my playthrough I've been listening to my GPU absolutely dying.

Pretty cool game, puzzles were decent after I understood the main mechanic. Game looks great, it just needs a bit more level design to make the levels a bit easier to understand.

yay finally gaming, here are my notes

  1. great main menu, love the music
  2. sound design overall is excellent
  3. I would have liked to be able to look up/down using the scrollwheel instead of W/S. Although I got used to this quickly.
  4. Having a way to cancel placing blocks would be nice. Probably with RMB or with ESC (even tho that messes up fullscreen)
  5. Please add coyote-time and jump buffer. This is still technically a platformer and the movement really needs it.
  6. I'm glad that floating blocks exist, without them it would take FOREVER to build high.
  7. I really liked the progression of item unlocks, makes the grind to the top really enjoyable.
  8. Screen transitions could be made smoother with some delays and stuff.

I played for about 40 minutes. Stopped playing after reaching the music change, mostly because I have other stuff to do :D

All in all a really nice game. I could see myself playing this multiple times if there were multiple levels.

yay I finally played games woooo anyways here are my notes:

  1. cool story I guess
  2. animations are cool
  3. would have loved some proper sound design, it's definitely something you should spend time with next time. Also the music doesn't loop...
  4. there are some buttons that appear to be clickable (has the outline thing), but don't actually do anything. This includes the thing in the bottom left corner and the passive abilities of the stickmen
  5. I really like the "guide" text you added, it really helps the player figure out what's going on without having to do a complete tutorial. Although a sound indicating when you can't do something would be appreciated.
  6. The UI work is great, very legible, color coding is done well.
  7. I liked how the order of stickmen mattered. That actually makes you think of how you move them, also because that they cost an AP to move.
  8. The best strategy seemed to be get a strong hitter, attack, move a weak guy forward to tank the hit, repeat
  9. I really liked the ink to AP action, makes the game have a bit more strategy, although it's quite exploitable at the moment. Having a max use amount would probably fix the exploit.

I decided to stop at 69 ink

Could have gone further, but there isn't much variety, and the exploit just made the strategy very simple and boring.

Would like to see cards with less AP per attack, stat increase every time a card moves and stuff like that. I know you can come up with cool ideas.

Yeah the camera thing would probably be a good addition. Thank you arcy, very cool 👍

The objects are randomly chosen but they are the same for every player to make sure leaderboard competition is fair.
For jump orbs you can jump on them, when you jump on gravity orbs the gravity changes, and boosters boost you when you go through them.

Most likely a webgl thing sorry.

I know the gameplay is super mediocre. It barely has anything special or unique. My goal this jam was to polish a lot to see how that affects jam scores and I think I did a pretty good job there.

I actually tried "holding space to charge up the jump" before settling on the current version. The only reason why I didn't go with that is that regular jumps felt incredibly awkward and delayed. The game is entirely beatable without this mechanic, it's just sort of an extra thing for people who want to try beating levels faster/with less objects.

The wobbliness is most likely a webgl thing. I have to use the single threaded export otherwise leaderboards wouldn't function.
Thanks for playing!

For the rolling sound I had 2 curves that adjusted its volume an pitch. I also fade-in the sound based on how long the player has been on the ground in order to avoid weird "popping" behaviour. I also added a slight reverb to make the sound end less abrubtly when leaving the ground.

For the shaders, I assume you're talking about the filter that's applied on everything. I made a video about it.

Thanks for playing! I have no intention in updating this game.

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I'll look into that bug. It has happened to at least 2 people now.
There was a "mute narrator SFX " setting in the settings.

Yes, bosses can only take 1 damage at a time. This is taught to the player when they fight the first boss (unless the tutorial is broken somehow? which might be a possibility, I gotta look into that)

Thanks for playing! I'm currently working on a devlog explaining how I did parts of the game, including the enemy AI :)

Thank you! ❤️