hey just wanted to say again that it feels illegal how poorly this was scored, we had lots of fun and want to see this developed further!
NitoDoodles
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I played the new version a bit and youre right its way harder, dont think I have the patience to beat my score for now... spawning queens early is pretty hard but I guess they give more points so its kinda fair? it does feel a bit punishing when often times you have barely any possible moves, but I think its a good direction to have less pieces but more threatening ones
I also noticed that the black pieces are kind of hard to see on the black tiles when you peek, maybe they can have a white outline?
another thing I notices is that you sometimes get some extra moves and I wasnt sure why and how many, for example after using a potion?
also I think there is a bug where pawns can capture backwards?
highscore on improved version: 177
very interesting idea, reminds me a bit of shotgun king!
I wouldnt say Im terrible at chess but it was still pretty hard at first because I kept forgetting that pawns can go in both directions, so maybe you could make their indicator a bit bigger? then I struggled a lot with the spawn rates, for example when like 6 bishops spawn all protecting eachother so you have nowhere to go... but then at some points it almost felt too easy, because pieces only spawn on white and when there are only pawns that cant move there is no immediate danger... I even managed to create an exploit where you can force the AI to repeat the same move endlessly and not spawn any new pieces, so instead of resulting in a draw you can just cheese infinite points (see screenshot)
but overall it was very fun and I loved getting into small manageable puzzle situations! I also think I played this longer than any other game!
legit highscore: 330
wow this is way too good, probably the best submission Ive played!
the style reminds me a bit of the board game azul and getting high multipliers (x1400) was super exciting! I endet up completing my run with 2193 lux at day 12 (fire + rock combo)
I also like that you can decide to not use all of your pieces at once, my only issue was that it wasn't immediately obvious that you can only have a limited number of them, so I was wondering why I couldnt generate more... and maybe also consider adding a warning for ending the day without having used all elements
neat idea and very well executed!
I did find it a bit difficult, as making good traits seems important but you have limited control over them and understanding them and how they intreact is not super easy, maybe it would help if during combat you could see which trait they are currently using to get a better idea on whats going on?
Id also love if you had some control over the speed up fights, like slowing them down or speeding them up
simple idea but very well executed and cute art style! also shooting runes into circle that where off-screen was satisfying!
only gripe I had is that it just felt a bit easy, got till the 7th level but it doesnt looke like they get much harder at all? maybe there could be places that are permanently in the shadow so you have to take a shot instead of going there? I could also see adding more physics interactions like objects that have to be shot away
pretty cool game once you get the hang of it, but I found it really overwhelming at the start... I think it would help to clarify in the description some things, for example whats the difference between a volley (thing you shoot) and runes (thing spinning around you)
the main mechanic is also tricky because you cant tell the player apart from the shadow super well and you have to learn a bunch of different mechanics in the first couple levels
for those also struggling here are some hints:
- some ghosts have runes spinning around them, you can only kill them by switching to that rune with your player
- the big shadow circles vanish when the shadow player stands on them
- the shadow shapes have to be traced with the shadow player
definitely one of the best games Ive played so far, very nice pixel art and just well executed overall!
but either its a bit hard or Im just bad at multitasking? it took me a while to get through the first level, maybe making some big combos in the connect 3 could give you back lives to make it easier?
also sometimes the controls of the minigames where not completely obvious, for example I struggled a lot with keeping eye contact (just like irl)
You were right, our games are very similar xD
At first I thought I was just dying randomly or when the red things touch my stem, but then I realised that you die when all the pedals grow out and you can collect the white balls, and so it got really addicting! I especially like that the dirt acts kind of like a checkpoint, so a death isn't as punishing as in my game, thought some of the levels did seem a bit impossible at times
My highscore: 741
Very nice visuals and an interesting take on the theme!
The gameplay is very satisfying, with you basically having a crazy op weapon, but not being able to just blast it repeatedly makes for a nice of action and puzzle solving
I guess the game would have benefited from more complex levels or enemies though and I would try to improve the camera a bit, because moving backwards is way too risky with the narrow fov
In contrast to what some other people said, the controlls feel very tight to me. I can get my character exactly where I want it, which makes for excellent platforming!
The levels are also very thought out, as they work perfectly from different sides without moving the obstacles (like some ot her jam games do)
My only nitpick is that it would be nice to have some pointer as to where the next goal is, but apart from that very well done!
EDIT: also I'd suggest adding a timer, because I see great spedrun potential
The presentation is really nice and some bits were pretty funny! I think the whole premise has potential, bcz at some points it even made me question what belongs to the actual game or not
But a clearer progression would be nice and maybe reduce the repetetiveness, perhaps by changing something in the simulation from time to time?
EDIT: just went back to it and it seems there was still more content... I'm actually not sure if I reached the end or not, is there even one?
Great submission, loved the tight controlls and cute visuals!
Everything felt satisfying, although with so many things on the screen it did get a bit noisy sometimes
The twitst with the role reversal was great, and now it also made sense why you can only shoot in bursts and there are so many projectiles on the screen, so the tiana part isn't too easy (which it still kind of was, because you could damage boost through most levels)
Overall it was suprisingly indepth, even had easter eggs and some really tricky levels, well done!
What a ride! Took me 737,29 seconds
I actually had a similar idea at first, but couldn't have implemented it this well!
This just kept on giving, first some pretty unique levels with the clones, golf, zooming and going outside, but then also combining those was brilliant! But just like in most games... screw the water lvls
Pretty unique concept and neat visuals!
My only nitpick is thata the movement can be a bit tricky and and the hitboxes feel a bit off... oh and when you press escape to open the character list the fullscreen closes instead :/
If you continue this I'd suggest more open levels to encourage different paths and maybe allow taking someones body when you died but your shot still hits them