Look like v1.1.18 fixed the "full clear" stamp. The maximum score is now 365. And when you get a full clear you get an ominous poem, which ends with a suspiciously purple question mark. I wonder if it's yet another hint...
shemetz
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For context (and vague spoilers) -- I already know the secrets of the... rats, gargoyles, minotaurs, guardians, purple slimes, lovers, mine king, rat king, beholder, purple mage, chests, gnome (maybe). I hope there's something to discover about skeletons, bats, or green slimes, but so far they seem completely random to me (identical except for their power level, before the slime scroll).
I love the 1.1.17 update, including all the new monsters and new behavior. I like the current level of challenge, but I'm stuck on two of the achievements (stamps).
The "board clear" seems like it's just bugged -- I cleared the entire board including the dragon at the end, got max score, but nothing happened.
For rat pacifist... I made a dozen attempts already and none of them succeeded. I already learned the secrets of the rat king, but they seem useless if I'm not allowed to touch any of the rats. Is there any consistent way to get this done, even a tenth of the time, without being extraordinarily lucky? [Update two hours later]: I got it! The name was apparently confusing, and killing the rat king is still allowed.
Great game! It's very much "Paper's Please with the Knapsack Problem", and even though the basic gameplay is very simple, it is delivered really well here. The ability to place weights on both sides of the scale is what makes the game click.
I managed to buy Saffron around day 6, but by that point the game became a bit too boring (which makes sense with the limited dev time). If you ever decide to make it a full game, I imagine you could add all sorts of new mechanics to "spice things up": sacks with holes that slowly leak out spice, special weights that need to be saved for special people, bonuses/penalties for finishing fast or delaying too long during each customer's turn... and of course, plot!
UX-wise, my criticism is all minor:
- It's very hard to tell how much money each sale gives you and why. This information is important so that I can better decide if I e.g. prefer to sell [6/7 + 3/10] or [3/7 + 6/10]. I know the color system (white vs yellow) helps, but it doesn't help enough to figure these small details out. I also don't know if sometimes it's better to stop and do nothing rather than confirm a very bad deal.
- Dragging my cursor back and forth got a bit painful for my hand after a while... some hotkeys would be nice. For example: assign the numbers 1,2, 3,4, 5,6 to the halves of the scales, then let me press 3 while hovering over a weight to automatically place that weight on the left side of the second scale.
- Make it easier to remove a specific weight from the scale after it was placed. Currently they all overlap.
Thanks for making it!
Nice game! Definitely what this jam was meant to have, with good focus on the core mechanic and the platforming puzzles that it can solve. It took time to understand how the controls work exactly, and the player character is able to rotate for no real good reason, and there are a few small bugs, but overall it's satisfying to figure out how this mechanic works and play with it.
I wish that the white yo-yo rope line was consistent - I think it's better to have the cursor "wrong" than the line to the yo-yo "wrong". Also, I think the player character could be a bit smaller (or the world a bit more zoomed out).
Is the yo-yo movement-towards-cursor speed limit on purpose? I didn't like how I had to act fast and move the cursor quickly so that the yo-yo could catch up in time, but maybe it was meant as an additional skill challenge for the game.
Really good! Simple but smart concept, executed quite well. I like how the difficulty curve is very natural, and the mechanic of extending the loop's time both forwards and backwards after each iteration is brilliant. The best strategy is to create a conga line of clones that execute each other, but the most fun strategy is to run around and shoot everything and dodge everything you shot :D