Oh that's a great idea to make the end screen more interesting! Thanks for the message!
PhindieGames
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Nice Zelda-like, I really liked the golems and the first boss. The final boss was a little frustrating at first until I figured out how to battle it. I think it was good you were explicit with the message there so I would try other tactics (but playing with a trackpad made it quite hard!). Also great art and music!
Ah yes, during combat I don't think I could equip anything ever. I figured it was intentional. But for this particular red armor, it definitely happened outside of combat too. In two playthroughs, for that same red armor. It is a later level, I don't recall which. It simply could not be selected (it never gave the drag indicator).
Thanks for taking the time to play the game and leave your feedback! :)
The game can definitely use some tuning to make choices matter more. We understand that by itself it might not be as fun. The unintended consequences had intended for this to be a short fun experience, not something that lasts. For that, we think, a secondary mechanic would be great so you would have to balance something else (for example, an economy) against making a good match. And unfortunately some of our unintended consequences aren't showing up which means that now even that part falls a little flat :(
Thanks for taking the time to play the game and leave your feedback! :)
The bar does stop growing intentionally, the idea was to end the game there. Unfortunately, this did not go as planned. Sorry for the confusion!
We weren't able to work out a good system to identify how similar hobbies were. In hindsight we should have just removed any overlapping hobbies, but we had hoped that we could reward such overlapping matchings initially.
Good job on your first entry! I liked the character art :) The controls were a bit floaty and it wasn't entirely clear to me what I was supposed to do on the third level. The first lever didn't respond, the second lever did but seemingly had no effect? I tried to slowly slide down different walls to see if there were lower hidden platforms, but if there were I missed them.
Thanks for the feedback!
The screen going black at the end happens when a plant runs out of water, at that point you also get your pumpkin graded in stars.
We realize this is a very unpolished end screen but we were in a rush to make it functional. ^^'
Also thanks for pointing out the audio... I noticed that I forgot to turn on looping. At the start you'll hear the tune once :(
And sfx of course would also be great to add.
Thanks for the feedback :)
Unfortunately I had very little time to work on the game this jam. I was still planning to at least add some bgm/sfx but to make matters worse, my PC started crashing in the last two hours or so before the deadline. The traps were sometimes hard to dodge if you don't know where the boulder is going to come from beforehand. Unfortunately I did not have the time to implement clear signaling, and without it I felt it would mostly feel bad/unfair to the player if they got a real penalty for getting hit. So instead I went with a time penalty, which is only a minor inconvenience and also gets reflected in your end screen.