The only real suggestion I have is that the powerups weren't immediately obvious that they were not enemies. Great job otherwise!
pneumana
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Love the character sprites, would've liked having the controls on the itch page or somewhere in the game (I do have a lower resolution monitor, so that may lead to some things getting cut off).
Personally, its a bit confusing that your loose condition is the same as what you're meant to be doing (holding slimes). Maybe having the black slimes grab on to the characters' limbs by re-parenting them to the character could make it feel more "this is not what you're supposed to be doing" by not engaging with the kink.
That being said, you did a great job on this!
It's pretty good! I'd personally like more clarity on what mining the ores did because as far as I could tell, they didn't do anything except take more hits to break. Also for the Multiplier, a bar showing how much you've build up to the next multiplier would also be nice, or just have a tooltip for the multiplier tell you how it works (because Im still not certain how it works lol).
The art is lovely, the scroll up and down to view more of the cave is neat, the screenshake adds a great feeling of weight to your actions.
I found the controls for the hypnosis bit to be a bit unintuitive, maybe using the scroll wheel could cycle between the receptors to pick which one was active? It was also a bit hard to tell when I was correctly aligning them at first, but I picked up on the chimes, which have a really nice sound. Also didn't realize I could click and drag to look around the room until I got to the third receptor lol. (this may be a monitor issue, I have a 1440x900 ) The text also was a bit hard to read for me, but that also might be a monitor issue.
Personally, I love what you did here. The player's model is pretty neat, love how the game makes you participate in the hypnosis by following the spiral. Good work!
Thanks for playing my game!
Totally forgot about valid path checks for delivering items, thanks for bringing that up. The mouse button thing was actually a debug thing I added to test the map system and forgot to disable lol.
The trail idea sounds pretty interesting to experiment with! If I come back to this project, that and upgradable structures would definitely be on the top of my to-do list.
Thanks for playing the game!
Idle thoughts were a wishlist item for the jam, but I am working on making them a thing.
Honestly never thought of just having the thoughts be options to progress story paths, I'll try looking into it when I have time. The dialouge system actually used to do something similar, where you would need to click the thought bubble within a certain time or it would disappear, ending a conversation early and the host would say something different. I changed it to it's current behavior like the day before submission because it was hard to tell that you needed to click on them to actually do something. That, and it would be weird to have the host talking to you without unlocking having a host in case the player skipped the unlock.
Ignoring thoughts increased an acceptance counter and clicking on them increased a resistance counter, but neither are used for anything in the current version of the game.
i forgot to change the page's text color, oops
the game is very barebones, so there's like 2 behaviors and all the enemies have the same(non-scaling) stats. i figured people would rather see tf than more mechanically interesting enemies so i put most of my effort there rather than making a balanced gameplay experience.
thanks for playing my game :)