Really impressive aesthetically for a jam! I kind of echo what everyone else said about the core mechanic feeling a little too random. I counted cards (or runes?) which helped a little. Also was unsure if there was actually any difference between any of the gods or if every one had the same deck and same logic for choosing runes? Great job regardless!
MedEdArcade
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Too young to have played Asteroids growing up but guess I would not have been very good at it haha. The ship controls weren't great and was sliding way too much so it got frustrating. Ultimately just decided to stay put and spin around firing which honestly worked out for the most part. Really liked the enemies and upgrade system though, nice additions.
It's a nice idea and I actually really like the gameplay mechanic! But instructions were very unclear. For example I didn't realize the yellow vase was "home", initially thought it was just decoration and so wasn't sure what my objective was. Didn't know which blocks could be moved by hitting. Also did not realize you could collect multiple commands at once or that you could delete them by hitting them which led to unnecessary restarts. I made it past the tutorial but stopped afterwards, not due to difficulty but frustration that I had to keep setting up the block for the platforming portion every time I restarted.
Really nice for a jam game. Unique idea. Main points of feedback I have:
- Something to delineate enemy health better, all enemies being the same color but having widely varying health can be confusing
- Not sure if it's a bug but there were definitely turns where enemies just didn't do anything and then it was back to being my turn
- sometimes hard to click on the tile when enemy is standing in the way, clicking on the enemy should also result in an attack
- Needs something to increase the strategy. 'Currently way too easy to stay by one or two numbers that give you attacks and wait for enemies to come to you. Could implement enemies who stay put but have ranged attacks so players have to actually traverse the board. Or could make dominoes inactive for a certain number of turns after they have been walked on so players can't just stay in the same area
Feel like platformer in an ancient setting was a common idea for this jam (I made one too!)
Liked:
- variety of hazards
- death animation is great
- challenging but has forgiving checkpoints
Didn't like:
- acceleration didn't feel great and it was frustrating for those jumps that required you to be moving on a very small edge in order to actually make the jump
- limited movements, would've been smoother to play with other platformer movements like wall jump or a shorter jump when you half press the space bar
Other Suggestions:
- There is a glitch on the escape route where the check point is in line of the arrows so if you respawn on top of the arrow you die and it keeps repeating for a bit
- In addition to time, death count would also be a fun addition
Like the tab mechanic to scan rooms. Main points of feedback are an indicator for when I could use abilities and maybe make the bullets a little bigger or colored to contrast more with the background so they are more visible? Also, the character was sliding all over the place, definitely needs some tweaking if precise movement/jumps are desired.
Music and some sound effects would've been nice. Also just from a design perspective, in the third level, the spike is too close to the spawn point. With how fast the level reloads players will likely still be pressing the right key and briefly continue to move when the level restarts. The spike is so close that they'll just die again.
Really polished for a jam game and nice use of the theme. Nice art and atmospheric music. The difficulty curve was spot on. Great work! The only constructive criticism I have is maybe having the ambulances be different colors or have something else other than the name above them to differentiate between them, I'd lose track of which one was tied to 1 and 2 when they were out driving.
Nice take on the theme! Liked the animation of blood circulating. Would have liked a little more variety in the events that popped up. Also, strangely enough, the game got easier as it went along. Once I got down to two limbs it was very easy to manage. Made me think that pacing wise if you started with one limb and built up to 4 it might play a little better.
Nice take on the theme! Liked the animation of blood circulating. Would have liked a little more variety in the events that popped up. Also, strangely enough, the game got easier as it went along. Once I got down to two limbs it was very easy to manage. Made me think that pacing wise if you started with one limb and built up to 4 it might play a little better.