I unfortunately got stuck on the stair boxes, I couldn't quite push through them as the big slime, I could sneak around but seemingly not get anywhere without the stairs in position. Overall, I like the idea, and I'm loving the music and the style.
sampley
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Great idea, I was disappointed by finding out not all games were solvable. Although it does not poorly with the frantic nature, since you are rewarded regardless of whether you can perfect the board. I think each board having the potential to be solved would be even better.
I enjoyed it, but would love to see a version with each board potentially perfectable.
I really love the way the fish move, I spent a lot of time in our own game working on how the tentacles moved around our game, and I think your fish are very much along a similar vein of very satisfying to watch on the screen and how they react to your mouse. Visually very appealing motion.
I sometimes felt like the camera bounced around a bit much as my fish spun, but maybe that's part of the challenge. Overall well done, really nice look to it.
I've had to check out all the fishing ones as similar games to ours. I like the incorporation of the different fishing mechanics. We ended up with a fairly simple one, but I like seeing some other explorations of fishing mechanics all in one game. I like the one that was *almost* a typing simulator, we talked about something like that for our own.
Would have loved to see a few more mini-games, but as each had its own interface I imagine that would have been perhaps limited by time. Overall, nice job!
I like the execution of this, it really makes you feel like the boss in a classic bullet hell game. Very nice style. Left me wanting to see more to it, but in 48h, that's understandable, so very well done! I won't lie, it drew my eye as a fellow tentacle monster vs man game so I had to try it out. It's definitely got me thinking of how our game's tentacle physics could morph into a boss battle like this, but that's for another time.
Very well done, good job!
It was somewhat me being silly, I suppose, I didn't realize you could guide the character down a different path. I think the game is even cooler, now knowing that, but would love it if it was pointed out more clearly that the character might change paths depending on the camera location. I don't know if you can change the description now before the jam is closed, I'd love it to be clearer, but now that I know it I like it more.
Yeah, we never quite got the ghost dice to the point we were hoping to, but wanted to make sure people were for sure aware of them and could play around where the enemy was moving. Certainly overwhelming as you load into the game, but hopefully a mix of pressing spacebar to hide them, or clicking on specific dice to see where only one was moving at a time is okay for playability, though perhaps not ideal.
Yes, we were able to find the source of the bug, but the submission time had already passed, so it remains. It occurs whenever the last moving enemy die is destroyed. It is most apparent with the pink dice, as they move significantly farther than the others.
Alas, we weren't able to catch this one before time ran out, but it was the last really pernicious one we could find with the released version. The workaround I can offer you is to try not to kill anything on what will be the last enemy time-step, like killing the pink die late in its path, or it could happen if you're unlucky while killing a die while everything else is on its final movement step.
You can actually rotate the die in the UI on the left to see what the other faces are, but it's not necessarily smooth, or documented in the instructions.
Thanks for your feedback and giving it a try!