A promising game that's already very polished! Can't wait to see what happens next with the roguelike dynamic! <3
LoicLeGrosFrere
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The voice acting is well done, and the fact that you can pet a cat is obviously a plus.
I think the second level may be too big: you just go straight into the caves, which are big and empty, with little variation. The best level by far is the last one, which is very colorful, with a more interesting level design and a far-reaching field of vision!
I had a few technical problems with the mouse losing focus, but apart from that, the game runs pretty smoothly!
It took me a few tries before I really understood what to do (in particular, I naively thought that if I put on the right color, I wouldn't take the damage), but it was a lot of fun to play from then on! However, I think there's a visualization problem: I often have trouble finding the damage box, especially when it appears below me :(
Otherwise, I seem to have attacked the mages well (with their heads straight out of a boxing match), but after a while their attacks literally take up the whole screen :'( I didn't beat any of them as a result.
It's quite a relaxing game, I only noticed at the end that there was a timer! (unless it was scripted?)
In any case, the Key of Souls puzzle is both too simple and too hard: with the pieces available, the combinations are very limited (by looking at where the empty square is on the bottom line, you know where to put the big piece and the other two have very few possibilities after that) nevertheless, if the pieces were more varied or the area where to put them larger, I think it would be far too complicated...
I think it would be possible to counterbalance this: have a larger area, more pieces, and either constant vision and limited time (the more time passes, the fewer features are revealed) or “jockers” that allow you to look at the solution, but the more you use them, the fewer features are revealed.
In short, there's potential!
I think there is a gap between your tiles ! (I don't know too much godot, but I'm sure you can easily find a tutorial to correct it)
Maybe a score system (or a total elapsed time) should be cool, because as I knew that timer will be reversed, I just wait beside of the clock to be sure having enought time to end the level :p
I relly like the graphical style and mood !
Like other said, it's difficult to remember the text at the begining ! I saw after that there is some indication on the left side, but I really don't get it :p
So I tried to get an ending with launching two instances of the game to have instructions, but I get killed anyway (was a guy who said "remember of me" or something like this, in doubt, I give two sun but didn't works :( Maybe I had to try some demon)
I'm curious, there is an ending ?
Nice art and music ! Unfortunately, I didn't beat the game... It was really difficult to control: sometimes I wanted to pick up an item, but instead I recooked something, sometimes I want to change what to choose and get out of the station (and vice versa), the minigame where you have to press arrow in the correct order is complicated because there is already A LOT of arrows (maybe consider setting a different colors for the arrow concerned by this minigame.)
The final bug who made me give up, it I was a stuck between two station :'(
But there is potential !
I add some sizing problems on the embeded version, maybe you can solve this using better minimal webgl template, who has a fixed reference size option, or using the itch.io fullscreen option.
It was really difficult for firsts times (hardly beat 40 BPM) because I was alternating betwin protection, heal and addapted atttacks. After I read the comment about alternate heal and wind attack, and I reach easily 90BPM. Maybe you can make the "cooldown" (use the same power nerf it) stronger, and set full power spell stronger too (like for heal : heal you at full life, but take 3 turns to get back to this full heal (or somewhat like this (you get the idea)))
Hello !
Est ce qu'il n'y a pas quand même moyen de linker le jeu dans la gamejam ? puisque techniquement il a été fait dans les temps (et comme je vois des "updated a game" dans le Submission feed...)
Histoire qu'on ai pas l'impression que nos efforts du WE soit réduit a néant pour un problème d'export
Hi ! It was cool to play, the level design is very well !
The principal point of improvement I see is the walljump : If I stop press the direction of the wall, the character is not in wall jump state anymore. So I have to press left and right and jump at the same time ! If the timing is not perfect, there is no wall jump. But even in this case, the left arrow have priority, so I can't wall jump to the right. (I succeed to finish the game with only wall jump to left, because you can wall jump infinitely to the same side)