I will try this in a few days (currently travelling). It sounds like a lovely idea! As others mentioned, the river is very appealing visually.
VictorGladys
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This submission oozes theme! The combination of late middle ages and the pack of cards is a fantastic marriage, as they were introduced to Europe in about this time period. I'm sure this was intentional, just wanted to say it didn't go unnoticed.
The brief mentions of the supernatural (demons, necromancy, clairvoyance) juxtaposed against the more familiar backdrop of the late middle ages get the gears in my brain grinding, as do the suggested adventures.
I'm excited to bring it to the table. Quick question regarding the rules- depleting the deck seems like a corner case that should rarely happen, but it is not covered in the rules. Maybe a reshuffle would do?
Thanks for checking out the game! If you manage to bring it to the table, I'd love to hear about your experience with it. Personally, I feel like the roleplaying part is maybe a bit too decoupled from the mechanics/bluffing (the only link being that the bluff might (un)intentionally become apparent from the roleplaying) and I'd love to discuss how the coupling could be strengthened.
I love that the impulsive choice to have the qualities start with D made you smile. :)
Also, now that you mention it, the font is a bit bland. I'll look into something that supports the setting a bit more. I'm afraid it could cost clarity though. I'll check out your submission to get an idea of how to maintain that.
Super cute!
I liked the idea of cleaning to make the nights easier, but the way the weapon worked it didn't feel like it made much of a difference as long as the monsters were clustered together. If you were to continue developing this I would make the impact of not having cleaned up enough more severe. Maybe you could get fired for not keeping clean? Then clustering the enemies during the night in order to make cleaning easier like another commenter mentioned would be more important.
Cheers! :)
I liked the control scheme! Opposed to our game, it helps that the sword has an obvious "frontside", making it less difficult for the player to know the direction their boost will go.
I had a bit of trouble where if I fell off (in the first room), there didn't seem to be a game over trigger but also no way to get back up, so I had to quit the game and restart. No trouble ofcourse during a gamejam, but just wanted to mention in case you didn't find that one yet.
Thanks!
I think the reason why combining boulder rotation with camera rotation made sense to us is because there is not really a "front facing side" for a boulder, unlike a humanoid character model. As a result, decoupling the two would give you no sense of which direction "pressing forward" should imply.
Definitely something to think about though. Maybe "forward" could be "towards sisyphus", and then a separate camera rotation could be achieved.
Hey 20% is quite respectable! I wonder if you used the boost to launch Sisyphus?
I love that you enjoyed the theme that much! We were also laughing a lot at the idea while programming :) I had to go and check out your Sisyphus game and it is really well made! Love the humor, general art style and music choices :)
Cute game! I especially like how snappy it feels and the fact there is a nice tutorial that's quite clear.
I didn't like as much how different the roles of you and "the other players" are. Since only the player loses if somebody has no cards left, the best strategy for the AI players if you get close to three sets should be to steal until they have no cards left, losing you the game.
It is definitely really hard. At the start My colleague and I were scoring around 10 points on average as well. Your brain needs to keep track of two objects at once and the fact that shooting with one character messes up your position on the other is something that it only slowly gets better at.
Our music guy had this crazy unachievable score of 55 which was unbeaten until yesterday, where I got all the way up to 60 :D
Well that was quite awesome! The soundtrack was quirky yet pleasant without becoming overbearing.
The artstyle and game mechanic felt very VVVVVVy, but that is definitely a good thing.
I see some other reviews found the world too big, but I think it's exactly the right size. I also felt like there was a natural progression as to which area would be discovered first. (I went north, south, west)