Haha, that ending was great. One point of criticism I have, is that it's unclear what you need to do after getting all of the orbs. Although, I did manage to figure it out eventually. Also, how does collecting orbs stretch your tongue? I guess that's a question best left unanswered.
Mika la Grand
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Great mechanic, but the puzzles are too difficult for my liking. The second jump of the second level took me way longer than I'd like to admit. The level with the blue and red button was pretty great though. I made it to the level with the grey button. Perhaps number the levels that makes it easier to communicate which level someone is talking about.
Pretty cool game, but the levels are a bit annoying. Though, your post on ludum dare was really inspiring. I made it to level 6.
Pretty cool game! Though, it does get a bit laggy when there are a lot of enemies. Also, in the last level I was often getting stuck on walls resulting in a game over. When the game restarts, it doesn't reset your input or something; the guy keeps moving even though you're not pressing a key.
I actually had an idea around trains as well, but more centred around stealth and I had to cut a bunch since I spent so much time on procedural world gen; lesson learned I guess.
That was way more fun than I had expected. Though, the carrot shooting could be refined a bit; aiming is currently a bit clunky. Also, carrots sometimes spawn on tiles with trees, so you can't pick them up. When I died (game over) I was able to revive him. I'm not sure if that was intentional, but otherwise that is a much appreciated bug.
Those are some great puzzles! Though, the one with the river running down the centre was too difficult for me. The game kinda has a Baba is You vibe to it; which you were probably going for. Being able to revert moves using Z would be a nice addition, as well as not having to solve every puzzle. That way the overworld also gets utilized a bit more.
Pretty cool combat mechanics. Though, I noticed that my knights were still taking damage even though I was doing block moves with the shield knight. The game was pretty difficult, maybe have some smaller encounters first. Binding one key to one knight would also make switching between them less confusing. Btw, I don't think these assets were part of the art pack.
It's pretty useful that the enemies leave trails so that you can see their movement. Though, I would've liked more control over wielding in the hook (like hold down to move) or for it to move faster. Perhaps making the movement physics based (ie add gravity) could be interesting. Faster respawning would be nice as well. The trigger for unlocking the allies could be bigger as well, now you have to come in from a very specific position.