Controls were a bit odd (a thing that came up a couple of times is that I couldn't scale downwards while on the ground), but damn this game is beautiful! It was very fun.
Skirlez
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I explicitly searched up move to shoot to see if anyone had that idea for the jam, and looks like it. Well done! The main mechanic forces you to play differently than you normally would in this type of game, and is interesting. I also like that there are many different enemy types and guns. But there's a lot missing: No explanation of what the ammo types do (I'm still not sure what the third one does) and no sound (except for the music, which is nice) are most prominently not present. Other than that the presentation is well done. Regardless, well done with the game. I do have a question though: is it endless? I think I beat a few rounds after you get the dash upgrade, but I really can't get any further.
I love pretty much everything about the game, but it's just too short! I wish there were more than 3 levels. Specifically more than a single level where the icons come out from two different places. It forces you to use different spikes and to keep up with both lanes, which I thought was very fun. Good work regardless!
This is a really cool concept and the presentation is very unique and polished. The video graphics and have a special quality to them I can't really describe, but I really like them.
The lack of music however is really noticeable though. It's the only thing holding the presentation back in my opinion.
In addition, I'm a little confused about the gameplay: There have been situtations where multiple cards raise the same amount of video types the user wanted, with different additional additions and subtractions of other types, but I guess one is more correct than the other since it said I was wrong? I don't quite understand which cards exactly I should prioritize. Something in the description to clear this up would be nice. (Or maybe I'm dumb)
Jam just ended! Here's the post-jam update:
-added pause menu
-added level select
-card balance changes
-tweaked ball graphics
-tweaked level design
-fixed luck balls that come from enemies not going into the correct place on screen
-completely changed math for how luck affects dice
-enemy projectile now collides with walls and destroys itself
-if you got less than 5 health last level and you die, you will be sent back a level. otherwise the level will restart
(as opposed to the game always sending you back. this change was made because originally i made the choice to send the player back so they can get more luck, however if they already got 5 health, there's no reason to do that since they did get luck last time)
(also the game won't send you back after you've already died once. so you can't go 2 levels back)
A pretty funny game. The voice acting was surprisingly well done for a Jam game and the model and voice of the old guy works super well too. I liked the way you attack and the mechanic where you can hit the dice in mid air, but the timing is unclear, perhaps an indicator of when you can do it would help.
As for the things I didn't like, I'll list them now: The dice currently follows you at roughly the same speed you can move, it would be nice if it sped up as it went so you could keep walking without waiting for it to reach you.
I didn't like that the random generation was *fully* random, I spent like 3 minutes on the last enemies just because of that. I would suggest you do like modern Tetris, which guarantees you got 1 of every piece if you used 7 pieces. So you could do the same, you must get every possible roll after 6 rolls. (also, the sound of when you hit enemies is pretty loud.)
Despite those complaints I really did enjoy the game! Good job.
I didn't reply to each comment as it came out and it would be weird if I started now and it would also be weird if I responded to all of them at once. So I'll just write here that I'm very thankful for all the positive feedback (:
Also, a fixed and slightly expanded version is currently being worked on and will probably be released as soon as I can modify the game files again (:
After the fourth fight, this error occured:
############################################################################################
ERROR in
action number 1
of Other Event: Room Start
for object obj_system:
Variable obj_system.obj_d12(100222, -2147483648) not set before reading it.
at gml_Object_obj_system_Other_4
############################################################################################
gml_Object_obj_system_Other_4 (line -1)
A fun and creative game regardless!
I liked it overall. I would have liked for there to be more levels/enemies/twists like the sword, or maybe features like a highlight showcasing all the places you could possibly go with your limited moves but overall the concept was executed well with nice sound and graphics. Well done.
I don't know why but I could not enter fullscreen both in the browser version and executable? I had to use an external program to force it.
This game is awesome. I don't really know how to write this, but I'll try: It looks like the game had gotten everything it needed developed in time: It has great music, good sound, nice graphics, and it's polished as well and has rewind and a pause menu. No aspect was overlooked.
But the most important thing is gameplay, and it nails that as well. The puzzles keep surprising and actually had me thinking, I'd love to see a post jam release with more levels. Fantastic job.
Very interesting idea! I managed to solve the first two puzzles, but I couldn't solve the third so I just guessed... A tutorial would be appreciated. I don't think the level editor really fits a jam, that's the type of stuff you would create post jam. I also didn't expect an actual voice over of the text, but I liked it. Well done overall!
Great original concept with clever ideas, slightly lacking in presentation and fun I would say. Controlling the two pillars alone at the same time is very difficult and confusing, and seems built in mind for two players. It's probably a lot more fun that way.
It seems like an incredibly hard game to master (which, seemed to be your goal, good job) however the game doesn't give me an incentive to actually try to do it. I think it is way too hard at the start. I'm sure once you do master it, it's 10x more fun, but like I said, It's hard (for me at least) to actually get into the game.
Otherwise, great job!
I really like the idea. but the execution isn't really well done. The time it takes to transition from a jump to the next instruction stacks up, and it gets annoying. I also can't reorder the instructions, which is
annoying. You can't zoom out, which requires you to perform the "script" each time you add a new instruction because you don't know what's ahead. This combined with the slow character doesn't make for a fun experience.
It's really unclear how the game performs instructions - I still don't understand how the delays work. But the idea is there, and with better execution, this would make a great puzzle game. Well done.