that would be nice. Including it automatically undoing until the start if you failed. Thanks
thesoeren
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Very fun game. I'd consider this easily the best of all about 60 i've played so far. Obviously sfx are missing.
If you continue developing this i'd like to see an actual threat of going over 20, since the abundance of heal pots don't make it risky at all. And although i like the modular generated stages, I'd prefer handcrafted levels or roguelike elements if it goes any further.
Your page looks to describe most features pretty well (i probably just didn't read it ^^').
What I think could be improved is labeling the inventory as such, since i thought at first that every slot is the chest. Also as soon as you have about 2-3 ranged weapons there is no longer any danger in this game. Maybe you can counteract that with enemy variety or a bit more complex ai.
But of course all this is not that easy within 48h. Those are more my thoughts on how i (as a guy without experience in game dev) would continue development.
You're right, I haven't communicated the rules nearly as well as I should have. Though none of the tiles kill you, it's about how many moves you have left, which is shown by the number on the dice. As soon as you reach zero it resets.
Also the return to the start of the level select annoyed me too ^^
Thanks for your helpful feedback. First I was planning to randomize your available moves, but for obvious reasons that does not work at all with designing the puzzles.
Sadly I only noticed that I forgot all of the audio after the jam ended ^^'
Some more scratched features (or event tiles) were ice, different colored teleporters and +X move pickups. All the positive feedback I am receiving motivates me to keep developing it further :D