Yea! The time restrictions really make one think twice about what to focus more on. And it's good that you focused on the core gameplay stuff rather than the overall look of the game.
Red Salmon
Creator of
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Very interesting game. I like the fact that you placed a few clues to make it easier to find the exit. I found a puddle of blood in the second last room and when I came closer to inspect it, I stumbled into the next room. Quite clever. It is a good small game and I think it will work great with some additions to the graphics (wall textures and having a roof maybe, instead of the regular endless blue sky)
You made quite an awesome game for your 1st ever game jam. Well done! I like the fact that you even provided a bit of a tutorial in the game too. You could release a post game jam version of the game too. One suggestion is that maybe you can start the game being a little easier. The character's speed could be faster and the torch's range could be farther. But as your score increases the speed and torch range could start to fall... Currently my highscore was just 3 lol xD
Please don't apologize. I feel bad (○´ ― `)ゞ
I downloaded the file again. It still is not working. Is it working on your end? You can try following this tutorial from brackeys.
The chance of having a squad member die was currently set at 30%. Unfortunately we didn't spend time playtesting the final build of the game (since it was literally completed 30 minutes before the deadline lol) but that sort of balancing could've been done earlier.
Thanks a lot for taking the time to give your feedback. We'll keep your experience in mind as we make the post jam version of the game. Hope you'll check it out!
Thanks a lot for checking out the game and for the detailed feedback. I really do appreciate the UI tips. Initially I did consider having different timers for each task but it sorta required way more programming than I thought it would lol. That's definitely a feature we're gonna add, along with all the other things you pointed out.
Yes! That was precisely the plan we were going with. If we were making the game without a stringent deadline the game would have 40 base spells with 3 unlocked after each battle. Ideas for the 'spell rewards' include:
- Getting back a random spell from the five you used for that battle
- Improving the damage value of a spell from your library
- Giving unique spells for having killed the monster in a certain way (using curse combo to kill the hydra might give you a stronger unique curse spell)
Not sure which option would be best.