Thank you so much for the kind words! I will definitely work on improving the experience.
Regarding the blocks, they are made up of squares. Unfortunately, on Pulp, there's no way to do otherwise since transparency isn't supported, so that's the limitation I’m working with. I’ll keep that in mind as I continue to refine the game.
Lunerk
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Thank you for your feedback!
Rather than a Tetris-style game, it's more about filling the inventory.
I can definitely try to make the instructions clearer and more explanatory.
Here’s a bit of clarification:
- "Now" and "After" refer to the blocks you are positioning
- You can understand how to place the blocks by rotating the crank and checking the "Now" placement
- The days in the game are more like turns; story-wise, they indicate that you're using the fridge for a longer period
I also have some updates in mind and will definitely release a fixed version with these suggestions incorporated!
I really enjoyed this! A great sound design and an engaging story, with simple but effective graphics. I found very interesting the combination of deck-building and survival elements. It took me a while to figure out when to go back up, but that’s part of the challenge. I almost managed to win, but it would be nice to have some checkpoints to make it easier to retrace your steps. In any case, I’ll try again!
I really enjoyed the intro, it was a nice touch. However, the continuous dialogue sound can become overwhelming. The levels with multiple commands provide an interesting challenge, but the anvil part doesn’t work properly and the grinding wheel takes too long. Additionally, when I get a new sword, I start with the stars from the previous one. Lastly, if I press "B" while the instructions are on the screen, they keep appearing until I restart. Despite that, I think I would buy a fixed version!
The game is simple, charming, and well-polished. I’d like more enemies with higher resilience. The background music is immersive, but the attack sounds are cacophonous. Also, when the enemies hit you, there’s no feedback, and the game freezes... I hope you can adjust this!
Note: I couldn’t play on Playdate due to a missing file, so I used the simulator.
Thanks a lot! Since we didn't conduct enough playtesting, we missed out on providing sufficient feedback. You should check using the B button; even if you struggle to stay centered, you'll still get points and the teeth are still counted. If you play long enough (around 5 minutes, too much I think), you should be able to achieve the final score. We appreciate your insights and those from others, which will help us improve things in the post-game jam version that we're currently developing!
Very nice game, in the style of Vampire Survivors, one of the few bullet hell games on Playdate—a truly successful result. Very smooth; I didn't experience any frame drops. I would have preferred a longer time to collect candy drops, which I often can't get due to the presence of enemies on screen. I would also like to know the values that change the power-ups because I haven't noticed any differences with some of them.
Great job, it's incredible that this is your first game jam. I really enjoyed it, but I would have made it a bit more accessible by using the D-pad. Other than that, I would have liked more feedback when taking damage; also, when the cannon is aimed too low, the projectiles hit the building. I’d love to see more variety in future development. Keep it up!
Thank you very much! This is a prototype I made for a game jam. I'm aware of these bugs and am planning an update where I will fix them and make some improvements. In the meantime, I'm working on another project using Pulp, but of a different genre; I would be happy if you would like to try that too!
Thank you so much Dominic, for your positive feedback on the mystery story, mechanics, and art. I'm glad you enjoyed them!
Regarding the hitboxes, I admit it was challenging to handle them with Pulp, but I'm working on improving them.
I've also noticed the bug with the clue list... Unfortunately, it came up too late in the development process. I'll fix it as soon as possible in an update.
For the questions, I understand it can be easy to miss the differences. I'll work on increasing the feedback and making it clearer.
Lastly, for the basement, if the door is open, you can walk through it to finish the game. You just need to move around the central object to do so.
Thanks again for your valuable feedback!
Thanks, I didn't write in the description that I worked on it entirely by myself, using Pulp and just in a few days hahaha!
There is no direct feedback, but if you answer correctly the tremors in the rooms increase and you will notice changes in the cellar, where (SPOILER) you can find the hidden exit.