I agree! Stage one for instance felt very sluggish because it wasn't too difficult and it was taking kinda long to kill the basic enemies.
Phischermen
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I think I froze the game! I was playing online, and I hit the tab button, curious if my prompt would be completed automatically. I wanted to talk to the frog knight, so I had entered "talk fro" and then hit tab. It seems the game also freezes after I die and I click the quit button.
But otherwise, I love this so much! The addition of the computer ambiance was really immersive!
Wonderful game! I did get a little confused about the use of the string. I did not figure out immediately that it could be aimed upwards, and so I ended up wandering in a loop, looking for other exits. The game is very polished; I appreciate the amount of effort that was put into the animations for all the characters.
I happened to play your game again this morning, and I'm dismayed that it's been nearly three years since you made this game for me and I have not properly thanked you for making it!
I'm really impressed by the animations of the cards, and the giant book too! I love how the animals blink; they sometimes blink once or they blink twice in quick succession and that's a really nice detail!
I deeply appreciate all the effort you put into the project, and I wish that all your creative and professional endeavors succeed!
Thanks for the feedback! I'm happy to hear you made good use of the double jump; I definitely intended for people to use it to give themself more time to change their bet.
As for your suggestion: I actually want to add an "investor" mode where you have to trade stock using that line! Hopfully that will spice up the gameplay a little more!
Thanks for playing! I can verify that the line is technically working; it even has a small forgiveness value! I'm also certain you understand the instructions right; the feedback for making a wrong bet just simply doesn't exist! The forgivness value was probably much too small. Also, the instructions imply that the game checks height at the feet, when really it checks it a little bit higher than that.
Thanks for your feedback! I deliberately set the UI to render that way, for reasons I have totally forgotten now! Ammo was refilled automatically throughout the game. Reloading is hard-coded right now to happen at certain points in the round sequence. Some players fire all their shots rapidly, whereas others were more conservative with their ammo; so it's difficult to find a balance where players can be challenged but also not be bored because they can't shoot. I do want to rethink the ammo system, especially there are certain points the player can soft lock the game by firing all their shots and not hit the specific target the game is waiting for them to hit!