Really fun music (although I think there was an audio glitch when the game loaded, and it played a bunch of the main audio loop several times over itself, but after the loop ended the audio corrected itself). The art style was also very fun, kind of like Nintendo DS vibes mixed with Miis from the Wii. The gameplay was intuitive and fun! My only complaint about the gameplay is that I didn't fully understand what some of the stats meant. Like if I get 0.6 life steal is that 0.6% chance to steal my weapon's damage in life, or do I steal 0.6% of damage as life, or something else? But that's not a big complaint because at least I know I'm getting life steal, you know?
Press AB To Start
Creator of
Recent community posts
Yes, that mechanic wasn't ever explained, and didn't really get tested well before the jam ended, so I am sorry about that. To explain it retroactively though, the top 5 green bars by your health represent your attack charges. Every attack uses one charge, and takes a certain amount of time to recharge per attack. A slash is 1.5 seconds, a shield bash I think is 3, an arrow is 10, etc. A failed parry will lose you all your attack charges for 2 seconds (Which I suppose could be used to exploit longer charges, recharging an arrow attack faster). A successful parry will recharge all of your attack charges. So a personal strategy of mine was to rapidly use the secondary sword attack 4 times, then switch to shield and parry once to recharge, then repeat.
Based on what other players have said, this mechanic was particularly unintuitive for the bow. It felt like the bow was just not working, when in fact they often used all of their attack charges, not knowing that they even existed. It should have been explained, it should have been balanced better, and there should have been more visual/audio cues to communicate the mechanic to the player.
Anyways, thank you so much for playing our game, and thank you for the feedback! While I am not working on this game anymore, I am applying feedback from this game to other projects!
Yeah I wanted to avoid a wall of text to tell the player how to play, but consequently some mechanics weren't easy to understand lol. For parrying specifically, there is a yellow sparkle animation that plays before an enemy attacks, and you want to parry at the end of the sparkle animation. The parry is a 0.25 second timing window, if you fail you are disarmed temporarily, but if you succeed, all of your attack cooldowns are reset. My strat when playing was to spam the sword stab 4 times, then use my 5th attack charge to parry an attack, then spam 4 more stabs and parry again. Unless enemies were further away and required the bow. Thank you for your feedback, and thank you for playing
So I went till wave 15. One problem I encountered was the entity limit. I didn't take damage, so I didn't heal, and so the healing items took up the entire entity limit and no more animals spawned, so then I ran around eating everything as fast as possible to resolve the issue. You could create a separate entity limit for food and animals to resolve this. The gameplay is fun and cute, but it does get repetitive. I was hoping there was an end to the story and it wasn't just endless wave defense (pardon me if there was an end). I'd like to see a zipline to get from the cannon to the bottom of the island faster, cause walking all the way there and back is not super engaging. I'd also like to see different animals have different attributes or something. All in all a very fun game, and you should be proud.
I agree with your criticism about the gameplay needing tuning, for some people it was too hard, and some mechanics like weapon charges weren't explained to the player. However, the moving faster through those sections was intentional. My thought was I can have sections with excessive power ups where it almost becomes a shooting gallery, you need to try and collect as many power ups as you can before the hoard catches up, so you are prepared to fight them. This was intentional, but that doesn't mean it was fun for everyone lol. I think there is a more fun game to be made with these mechanics, if given more time for development, but I also don't think our team will continue developing this project. It worked for the jam, and time to move on to a new project. But feedback is appreciated for future games at least!
Very fun, very creative. Idk how you would solve this, but I find the camera angle change from bouncing off an object to be somewhat jarring. Maybe you could freeze for a few frames, and smoothly transition the camera into the new position, before starting time again? Also on the coin level, I could not find the third enemy.
Idk what you are talking about, this game is great! It's simple sure, but it works, and it's fun! I actually really enjoyed the movement. Initially, I didn't really like the instantaneous velocity change, but after playing a little it felt a little natural. I would like to see maybe more varieties of hazards, but besides that it was solid!
This was surprisingly fun for how simple it is. I wish you had a background pattern, because initially I couldn't tell my gun was moving, I thought when I shot I was applying a force to the enemies. It wasn't till I caught up with a loose projectile that I realized I was moving, and then I was able to kite enemies into stray projectiles so that was cool.
I agree on the combat needing some tuning. Unfortunately, I was the only person who had a chance to play test it, and as the person who made the game I am not a good sample for a new player. I tried to do what I thought would be best for a new player, but ultimately I need new player to tell me what's best for them lol. Thank you for playing