Thanks for playing! And yes, more shout outs to the amazing artists that did some heavy lifting with the art! Credits on the game’s page.
Mangoware
Creator of
Recent community posts
Thank you for playing!
I must give a shout out to the art director Imp_blues (that’s his twitter handle), he gave us clear instructions for how the art should look. Heck he even gave nice mockups for me to set up the UI quickly, he was an MVP alongside my other teammates in the art team and the other areas of the game.
It's very fun to watch the little adventurers just jump around until they stumble upon you or each other. Since the player's control is somewhat balanced (you only cannot spam moves so you have to think very carefully what will be your next move), and the number of adventurers constantly increasing over time, it's a smart design of "a matter of time until the player loses". Which tests the player to make the best of every move.
My personal highlight is seeing the adventurers fight each other, it really is a treat.
Thank you for taking your time to play it and comment. I actually took like 3 days of the jam picking the visual aspects and experimenting with how tilesets work so I could make the game and levels accordingly. in hindsight, if I didn't have that much trouble with tilesets, I could've just spent more time polishing the gameplay and making it more reliable.
I just gotta say that it has a very solid foundation in almost all aspects.
It tickled my artistic side and made me think of ways the mechanics could be implemented, like for example having a sort of vampire/blood bender being that could explain away the way the mechanics are implemented and make the game more engaging story wise (although boomer don't need a story all the time, this could elevate the experience).
The parkour is the right amount for a fps and it was well done. I loved the floating monks as well.
It was interesting the concept of "you can attack more enemies with less movements" tying it to the jam but felt kind of loose.
I liked the music used, and the art was solid even if simple. The arrow test really was challenging for me, so I managed to cheese it. It would've benefited from having more hazards, besides the arrows and the fire throws, to the player to make the game play more varied.
I'm not sure if the final boss was meant to be defeated right away or not though (I did a b line slash to the boss instead of waiting for the fire throws to end like the arrows just to test. and it ended the game).
I liked a lot the slash mechanic and with more in-depth level design, some extra movements and more varied enemies (that is a full release not a jam game) it could be a similar game in the vein of HLD.
I always have a soft spot for topdown or rather 3/4s pixel art shooter but not in the roguelite vein, but like this game, a very straight forward yet enjoyable design.
The theme used in the game's plot is interesting, but the strength lies in the simple but fun primary game play loop of shooting the goo away, and also on the very cute pixel art style.