Very well polished, and simply delightful!
Peter Offerman
Creator of
Recent community posts
I've recieved a few payments/donations, and I'd like to initiate a payout. I understand a few fees may be withheld
- US tax
- Processor fees
- Revenue share
In the "initiate payout page", I see a message saying "You have X payments available for approximately $X.XX.". I'm not sure how that amount is calculated, and would like to see the details before initiating a payout (mainly because I just filled in the tax interview form, and I'm wondering if the US tax percentage has correctly been changed).
Is such a thing available anywhere, or will it perhaps be available after initiating a payout?
Lovely game! I had to get used to the controls at first, but I really enjoyed it. Using the coin sprite as a wheel is creative.
What's even more creative is the skeleton spawn animation. That's great stuff.
The fact that the wheel always rolls clockwise, even if you're moving left, feels a little strange. But honestly, given the whole momentum thing, I'm not sure if it'd look better if it didn't.
And regardless, that's nitpicking in what's definitely a big game for such a small development timeframe. It's impressive! I'd honestly love to see a full game like this!
I love the visuals! The lights, the depth of field, the animation when you walk through a bush/tree. It's very nice. I like the fact that you designed kind of a strange way of input, where you need to match spells against enemy colors. Very nice indeed. I only feel like the player character should have been a bit faster. I spent most of the time running away until I got a little room to fire a shot before I started running again.
All in all, very nice!
Thanks, I'm glad you like it!
To answer your questions/concerns:
- Upgrading the sword beyond level 3 is entirely useless. I was planning to add some range to the slash, but didn't get to it in time. The sword is very underpowered compared to the bow because of it. Your point about not being able to heal back is valid. Maybe I should have added some way to heal between waves.
- The fact that the enemies don't go after the treasure at high levels is a bug. I've not yet been able to pinpoint what happens exactly, but I think there's an edge case where if you kill an enemy while it's in a certain state (maybe taking the treasure, maybe running away with it), the treasure doesn't reset properly, and units will ignore it as if it's being carried by someone else. It definitely hurts the gameplay at later levels, so I think I'll try to find the bug after the jam and fix it.
I like the concept of figuring recipes out, but the game could really use a "cookbook", with discovered recipes. (I checked your source code, and I do think it's a clever way to get something with every possible combination)
Without a time constraint or feeling of progression, this feels more like a tech demo than a real game, but it's enjoyable, and it has potential.
A lot of people already made the same comment, but I'll just add it anyway:
I absolutely love the concept, but it's too difficult for me.
To me, it feels like the sword should not collide with the player, and I found it strange it didn't collide with the walls.
There's also no indication of when a mage will throw a potion. There's no buildup to it, making it difficult to gauge which angle you should protect first. I think there should either be a buildup animation/progress bar, or bigger levels, where you'll have more time to react to an incoming projectile. For instance, the first level with 5 mages has 2 mages very close to the player. Trying only to defend yourself without killing the mages (because you need one of them to kill a different one) or colliding with yourself is really difficult.
Having said that, I really like the sound effects and visuals. That simple wobble animation for the walking knight makes all the difference in the appeal. The slow flickering of the lights adds the feeling they're dynamic, and they also match the pace of the game (just like the music, by the way). The particles and screen shake on collision add so much to the feeling of polish. Great job!
All in all, I think it's a great concept, with a decent implementation.
PS. I saw your comments about updating it after the gamejam. I'll definitely keep an eye on it, because I want to see what this game will become. It has serious potential, and I wonder what it'll be without the gamejam's time constraint!
I'm impressed at the level of polish! Multiple difficulties, a soundtrack that works for the game, a responsive dialog system, and good use of colors and post-processing. This is one of the best I've played in this jam. I personally didn't really like the boss fights, but I just don't really like bullet hell games.
I think the boss fights would benefit from zooming out, showing the whole boss all the time.
The safest place in the boss fight is almost always as far away as possible, which means I just end up shooting in the direction of the red arrow.
Speaking of the red arrow: great addition to the game. It's quite easy to miss a room, so having the arrow point to the nearest enemy really helps keep the pace up. I never got stuck, thanks to the arrow.
Well done!
While not engaging at all, the use of colors (or lack thereof) looks pleasing. Also, the music is fitting (although it glitched a little, but I think that my browser's fault).
It's a shame you didn't have time for a proper submission, but there are more important things to sink time into.
Maybe I'll see you in another jam! 🙂
Thanks again for letting me know! I noticed the amount of enemies (and corpses) were becoming a real problem. Now, enemies disappear after 30 seconds. Also, there's only 80 enemies in the last wave. I've improved their AI, so they should still prove quite a challenge :). Please, try it out again, and let me know if there are any issues.