Super fun idea. Very chaotic, but very fun.
MoonGiraffe
Creator of
Recent community posts
There are some stone pillars sticking out of the lava you can build onto. They're a bit hard to see. Also, beware of the stones, they are very heavy so they can really tip over the whole construction if not placed above a solid foundation. Try to be resourceful, as if the gold goes below Skale's greed the game is over, so don't spend all the gold you have. Kepp an eye out for the greed (the second number).
Very nice concept. I love the visuals and the music. I'm not so sure about the camera and unfortunately I encountered a bug where "x" wasn't responding when I tried to go up the stairs in the first big room. Then I restarted the game and tried again, got up there, although I'm not sur if my method was the intended way. Managed to get a bit further, then died. On my third try it wasn't responding to "x" in the same place.
If the sprites were higher res and the movement wasn't so buggy this game could have been one of my favourites of this jam. The concept is very clever. I love the art style. It reminds me of 90s tabletop games. The music is fun, the puzzles are great. I would really love to play a more polished version of this game.
The majority of the UI was outside of the screen for me so I didn't see my points. This made me feel not rewarded for finishing in time, even though I probably was. Despite this I enjoyed it, the gameplay is nice. I think it fits the theme well. It's just a guideline to get you thinking, it can be interpreted a number of different ways.
I thought I left some feedback when I played yesterday. Well, I leaving one now. This was really enjoyable. I don't even know if I have anything to critique. The art is nice, the music is nice (maybe a bit too intense, if I want to be nitpicky). The game starts off pretty chill as it should but then it steadily introduces complications and it's getting pretty challenging. The progression feels nice.
Thank you for the feedback. Contact damage was a pretty late addition and I think it's necessary for the player having to be careful. I'm now even thinking about making the default movement walking to signal this intention better. I should have probably also added i-frames, that only occurred to me after the deadline. Nothing is final, I will experiment with different monster behaviors and attacks and see where I land regarding contact damage and i-frames. I have a general feeling in mind that the game is supposed to invoke so that's what I'm aiming for, the specific mechanics to achieve that are up to change.
The wanted posters are not supposed to be legible, although it's real text but I wasn't satisfied with what I have come up for them so I scaled them down and back up to be illegible. I will try to make the text that's supposed to be readable more readable and distort the ones more that aren't to create a more evident distinction.