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MartinianoMarelli

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A member registered Aug 13, 2021 · View creator page →

Creator of

Recent community posts

Thanks for enjoying the game! While we would have liked to polish it more, we are satisfied with making it to the deadline at least.

The game's mechanics had to go for something simple... I wanted to shoot for something more complex, but seeing the constraints I decided to keep that to myself. At least we know the baseline is promising and worth polishing.

Thanks for playing the game! As a first godot game for me, it was tricky to implement all the different assets, and I feel the quality may have suffered from it a bit - Some animations do not play correctly, for instance.

As for gameplay, it was a rushed thing since we ran into a handful of issues... Mainly, becasue we used 3.6 rather than 4. But we focused on shipping something workable.
The orbs in particular raise stats, heal, and counteract the fog based on what type of orb it is.

And thanks for liking the art! It took me a lot of work to make the amount of models / anims in time since I got unlucky with things pulling me away from the jam.

Interesting puzzle but the controls are not quite intuitive... The way the moment you click on a mirror it snaps on your mouse for moving or rotating makes fine tuning the mirrors more tedious than it already is. Additionally the game lacks any concrete logic for its star system - Normally puzzle games with a star system lock them behind some hard restriction, like score vs birds used in Angry Birds. But for Derrorim, you have no restrictions, you can use as many mirrors as you want, fire as many shots as you need. Since these are unlimited in use AND the basis for score, there is no reason for the player to just find the right solution, restart the level, and get the three stars by not changing anything in their strategy or procedure other than doing what they did just now, again... Whichs begs the question: Why does the score look at the start of the level to the end, rather than 

As a side note, the prims are a neat mechanic but I feel they outclass mirrors to the point you have no reason to use them once they get introduced, besides the potential risk of crashing the game.

It happens, our team had struggles too. But for your first jam, this is definitely above average, and a great learning experience.

Amazing art style with the pre rendereded, detailed models that contrast nicely with the more stylised character. Though I'm not a fan of the guessing game at the end, the mood set by the game is excellent and a great basis for a full escape room kind of game.

Grats on your first game jam! Your submission has a really charming visual style and interesting concept to mix laser puzzles with puzzle platformers.

However I must criticize how the lasers are used... When turning the levers, the way you cannot know for sure how the laser will reflect off it combined with the rotation freedom the player has makes it feel as if you rely too much on trial and error, meaning you have to do a lot of back and forth to and from the laser.

This is more annoying than an problem with the game's core design, which I admit is solid.

Thanks. And we understand, it's a rather odd system without a clear explanation. We started running out of time. A lot of our focus went to making it work to begin with. Had we more time, I would have liked to improve the feedback for the reflection mechanic.