Bad news, the only reason I didn't add yellow was time.
I'll probably just stick to red, green, and blue from now on though.
Thanks for playing!
I'm actually glad to hear you wanted more areas to use some of the abilities. This game ended up being a rough prototype of what I had originally planned (you can kinda see some of it in the background of the final room of the tutorial, the whole city on the other side of the door was designed to be one of many playable areas, I just didn't have time to finish it), so I might still make a complete game with these mechanics.
If by red ability you mean multidash I had considered using it as a way to catch yourself midair, but that would conflict with the airdash which is an overall more useful platforming tool. The multidash was originally just added to give the player an easier way to paint surfaces red. I may reconsider how it works in combination with the airdash though.
Really great visuals!
Thank you for having dynamic camera transitions between rooms. I've been playing Animal Well recently and the hard camera transitions between rooms that have interconnected puzzles/platforms have been rough, so this is definitely a breath of fresh air.
Design wise the game's pretty good, but please move your save points away from enemies. Even if you put them on a platform only accessible to the player. I died so many times from enemies just sitting on the save points.
Also I can definitely relate to the frustration of needing to cut the scope of the game back.
Really great and unique style!
Unfortunately it's a bit difficult, some way of healing would go a long way to fixing that (unless it already exists and I just missed it, which is entirely possible). I'd also recommend you put the control's in the game's page, I thought I had missed something early on until I realized by chance that you start with a double jump.
Curious to see where you take this, if you continue development. Overall solid entry!
I can definitely relate to jam induced crunch. Good luck with fleshing this out and on future projects!
Also for game jams, I have a strategy of tiering the systems and mechanics I want in order of importance, and then gradually cutting the less important stuff that hasn't been implemented as the deadline gets closer. This way I'm able to polish the core systems a bit more, while leaving out things that are underdeveloped and might hinder the game. I started getting much better feedback and scores after switching to this system (though I haven't quite won a jam yet, so take it with a grain of salt).
Very well made puzzle game! The art style is amazing.
There's a few minor issues I found, first you can get negative keys by reversing in the first room, and second, it wasn't immediately clear that blue objects don't get reversed (I thought it was a bug at first), which made some puzzles appear impossible until I realized it was intentional. Otherwise this is really great!
This is a good game that in my opinion lacks a handful of things that would make it incredible.
First of all, this game does a lot of things well, the art style is really great, having a day system to track progress is awesome, and the 'sell all' button is a great QoL feature.
My main issue is that there doesn't seem to be much incentive to engage with the game's systems. It's cool that it has a shop, but why is it needed? You can dig every grave in the level without it. You have enemies to fight, but why bother if you can just run around them? There's a timer tracking how long you've been in the 'game' part of the game, but why? You're probably only going to be there for a minute.
This game desperately needs better progression, since that would tie everything together. There needs to be a reason to stay in levels longer, or explore further. Maybe levels could be larger and randomized? Or there could be more or harder enemies the longer you stay in a level?
As it stands the game is fantastic on the first run, but provides no real reason to keep going despite asking the player to do so.
I really hope this doesn't come off as harsh. I do think the game is good, but I also think whatever you make next could be so much better.
This game caught me off guard. To be completely honest I wasn't expecting much after the first few seconds since it seemed like it was just going to be a short, hastily cobbled together platformer without much attention to detail. I was absolutely not expecting such a well made environment in the graveyard. Remarkably good visuals and atmosphere, really great use of colour too, well done.
This is a really nice game and cool idea.
Unfortunately the balance kinda throws things out of whack for me. I spent most of my time trying to avoid the slimes so I could build up enough of an arsenal to progress just to get taken out in one hit by the phoenix in the sewer area.
I read that this is more of a proof-of-concept than a complete game, so I'm sure you have plans for expansions, but a few specific things I think could benefit the game is a higher water drop rate (since you need it for everything but as far as I can tell you can only get it from the first four graves), visible stats on items and enemies, the ability to use healing potions outside of combat, and more locations with cauldrons.
This is still very well made, and one of my favourite games from the jam so far. I'm willing to take another crack at it if there's something I missed, like some kind of strategy that makes things a bit easier/more balanced.
Thanks for playing!
Also sorry about the grind. I set the shop prices a few hours before the jam was over, so I didn't have much time for play tests. If you focus on getting the tommy gun and a few speed upgrades it's pretty easy to dig deep enough to find tons of diamonds in each run which drastically lessens the grind though.
That's a really creative movement mechanic! It's a bit short (understandably), but I really want to see what this could be expanded into!
I did encounter a couple of issues, first you can move outside of the screen, which seems to softlock the game. And second, for some reason the game doesn't scale with the web display. These didn't factor into my rating, I just thought it would be useful to know.
Really great work with the visual style. You got a lot of mileage from that colour palette, and the sprites are very well designed.
I have some issues with the gameplay though. It's pretty easy to break the game by just spamming the cheap gravestones, at which point you're just watching hoards of enemies die without much strategy involved.
Since the theme is grave digging, maybe the gravestones could only be placed on dead enemies?
The retro UI and CRT effect are a great combo. I'm a bit less convinced about the CRT shader's use during the game though, it probably should have been toned down just a bit.
The idea of grave robbing while being hunted by some kind of monster is pretty cool, I kinda wish the playable area was a bit larger though.
I can't quite tell if the game uses 3D assets at an angle that makes it appear more 2D, or if it's all 2D but made to look 3D. Either way it's a pretty neat style.
The balance of the game feels a bit out of whack though. The turrets despawning felt a bit harsh, and the game got ridiculously easy once I was down to just one coffin and could put all the turrets in one lane.
It's a good foundation though, managing several distinct sections that share resources in a tower defense game is a cool idea.