The music choice is definitely intentional as our music mechanic was inspired by OoT! I fully agree with the movement criticism and fixed it in the latest build and if this is developed further I will likely put in more work for making movement more satisfying. I'm glad that you enjoyed our game!
Trisol
Creator of
Recent community posts
Thank you for enjoying our game! For the level bug, I forgot to disable player movement once you reach the level exit so if the player leaves the level trigger it'll say they can go to the next level even if they can't. So if you go back inside the level exit door then press enter it should work, sorry you had that happen in your playthrough!
Yeah, def should have made lightning only work within more of a range of the player. Movement and the character controller are 100% what I want to work on improving the most in a new build so I'll probably ditch the diagonal movement entirely once I do that. Thank you so much for playing and I'm glad that you enjoyed it!
Thank you so much for the feedback! I 100% agree with the controls, I'm not a fan of the character controller, I def made him too floaty and his movement is a lot more unintuitive than I thought it would be. I'm not sure if I agree with cutting down the required notes for healing specifically but I think changing fireball to two then introducing the spells so that each new one requires one more note would have been a lot better of a learning curve. Def going to release a new build after the jam taking balance far more into consideration!
Beautiful game, it sounds and looks amazing! Really creative take on the theme too, I really enjoyed how different it was from the other games I've played so far. My one suggestion is that while I enjoy the puzzles, I sometimes found it hard to cut everything in time, maybe a way to start and pause when the plant grows would be useful but that may go against your design intentions. All in all, great submission!
I really liked this concept! Switching between movement and shooting is a really cool idea and I think sets itself up well for cool level design. That being said I feel as though switching between the two was a bit clunky which made the game harder to play. I def was not a fan of how getting shot would return you to movement mode. I think if you made the gameplay more fluid, made player bullets go through enemy bullets and gave them a limited supply, and added sound this would be great. Good submission, enjoyed playing it!
You put so many small details into this! I love how the health/lifetime of enemies is conveyed through their red innards and you telegraph attacks amazingly. Incredibly polished and great visuals! My one complaint is once you get down to only having 2 directions you get kinda screwed but other than that this game was amazing!!!
One of my favorites I've played so far, sprites are amazing as is the game feel. The sound effect for the counting down really is perfect and conveys how the mechanic works incredibly well. You also introduce a surprising amount of content yet each new mechanic fits into the sandbox wonderfully! Only issue is after getting the bread on level 14 the game didn't go to a new level or end but other than that I loved it!
Simple but fun! I really like the sprites but I feel like they don't convey how to use the given ability that great which is fine given that there's a tutorial at the beginning. My one suggestion is to add a meter to show how much longer the ability will last and maybe what the next ability will be.
I liked the movement mechanic but my one issue is the movement is just too slow (especially as a rock). It would also be nice if clicking on a circle would create a line you could connect to another circle as opposed to needing to hold down M1 and dragging it across the circles. Overall cool submission but could use a bit more polish!