Ah yes, the wall does stop just before the red orb. The idea is to have that be the finish point and touching the final orb defeats the darkness which is why it then recedes into the ground. But I could probably make use of some particle effects to make that clearer, a good explosion or two :)
Quinadin
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Got to say I kind of disagree with 2 minutes not being enough. I found it challenging and failed the first couple times but that was part of why I liked the game so much, it had me on the edge of my seat. Of course balancing a game for all kinds of different players is important but for me, 2 minutes was perfect.
Thanks for the feedback. I'm not sure what part of the game you're referring to there as there shouldn't be a wall of darkness on the level with the first orb? If you could elaborate I'll look into this. Good point about the darkness from the top part hadn't accounted for that, what I'll do when I reupload the game is attach the next level trigger to the tail end of the downward darkness.
Thanks for all the kind words. I'm mainly a writer and wanted more time to focus on developing the story to be honest but found the programming and game design took up nearly all of my time in the end. Look out for the updated version at the end of this week.
Thanks for your feedback and playing the game. Yeah it's annoying me that I can't do anything about that bug as the last level, level 5 is my favourite level but I fear a lot of people won't get to see it as a result. It seems to only occur when you jump on the roof which doesn't get you anywhere but it seems everyone wants to jump on the roof xD
Cool game. I'm happy to see some more narrative focused games at this jam.
Two things I picked up on whilst playing.
First of all I found the camera zoom that happened on each sword attack very jarring to the point it almost hurt my eyes to look at the screen for long during the combat segments.
Secondly I feel this game could benefit from some diversity in terms of enemies outside of just increasing their health. I didn't really feel like I was progressing through levels so much as I was repeating the same encounter three times.
But yeah cute art style and nice story. I rate the music also
Thanks for playing our game. I appreciate the feedback, the one way platforms work a bit strangely generally I found if you're inputting a direction as you reach the peak of your jump onto the platform you'll catch on it if that helps any.
Good point there about the slow zones a different effect should probably be used to avoid confusion.
The intention with the colour change initially was to have it reset when you respawned but after spending many hours trying to get that to work properly I just couldn't quite work it out in time.
My artist actually made a cute little magic lamp post checkpoint but applying all the art at the end of the jam became a mad dash and I couldn't get everything in on time unfortunately. Once results are in for the Jam I'll upload a version with all the missing art. Thanks for letting me know about the broken buttons I'll have a look at those too.
Really original take on the theme and cool idea for a game.
I feel the one thing it's missing is a sense of urgency. Puzzle games like this can really benefit from a simple clock of some sort that gives the gameplay a more challenging feeling. Not sure how you'd justify it in terms of game logic. Maybe the customers bringing the relics could get fed up of waiting and take their relics to your rival alchemist in town if you don't appraise them in time.
Check out the point and click game for this jam 'Fate of Humanity' I feel that took simple puzzle challenges and set them against a clock that made the whole game come together nicely.
Hey, thanks for playing and glad you enjoyed it. I've become aware of that issue recently, all the other text trigger colliders you walk into and stay in until the end of the text conversation when the trigger is destroyed but that one you jump up into and fall out of which seems to have created this issue.
Though I can seem to clear the game without it bugging out so I'm not certain what the exact source of the issue is. Could you possibly let me know where you were when it bugged out? One of my teammates managed to get on the roof whilst in the text somehow and bug it out which shouldn't be possible as the trigger is in the way and freezes controls, so a bit of a puzzler.
I'll try to get that resolved ASAP and update once the Jam results are in.
And also I'll look to add some clarity on the double jump feature. Thanks for the feedback.
I'll be honest when I read the name Tetris Invaders I thought I'd be shooting rows of rapidly descending aliens into the correct shape to complete my Tetris rows. Instead I intermittently played Tetris and Space Invaders. Which is fine because they're both fun games but I feel you could've gone a lot further with this concept.
Love the game. Really simple mechanics implemented in interesting ways to make a challenging and addictive experience that frustrates but makes you want to play more.
I'd actually be interested to see your movement code as your movement felt a lot cleaner that the movement in my game
One thing that wasn't super clear to me until I worked it out for myself were the coloured gravity zones. I know you made reference to this at the start of level two but some additional clarity would probably go a long way.
Other than that. Great game would love to play more :)
Cool game. I love that you found a way to frame the theme around a real world issue so props for that.
There were a couple areas to improve I picked up on.
I wasn't entirely sure why I was collecting the goal objects (rattle/microphone?, Phone, and sunglasses). Maybe to woo the whale we see in the end panel? It would've been cool if the goal object maybe helped to resolve the core conflict of your game in some way, being the plastic in the ocean.
Also in terms of gameplay I found the optimal strat was basically just to stay as low as possible and spam space bar, once I found that out the game felt a lot less challenging and so less fun.
Finally, it seemed that you played as three different whales on each level based on the colour change but your health never resets as a new whale which seemed odd.
But yeah great application of the theme and good work! Save the whales!
Hey, cool game. I have some feedback after my playthrough. The switch mechanic is cool and works cleanly. I was jumping repeatedly and dying by accident when I held W down a split second too long, my guess is you used getKey rather than getKeyDown for your jump controls I prefer the control of pressing jump once for a single jump and twice for a double jump but maybe that's just a personal preference.
Also I found I got to the front of the scrolling camera and then had to wait for it to move on before I could do anything so you could maybe implement a trigger zone towards the front of the camera that would speed up the scroll for a bit if it's hit to prevent that. Even so, cool game and good work.
Here's a little video of me making the jump if it helps at all: https://kapwi.ng/c/dijD8R7t
Hello, thanks for playing. yeah that jumps a pretty tight but is possible. I probably should've shortened it a little tbh but by the time submission came round I'd ran through that level so many times I could do it every time so I'd forgotten it was an issue xD. My bad. Once judging is done I'll make it one block shorter