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wburd

17
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A member registered Oct 11, 2019 · View creator page →

Creator of

Recent community posts

Thank you very much!  Sound design is definitely on the table for future updates of the game. With added tutorials etc since, I hope that I've addressed some of the issues people were having in terms of initial accessibility.  I definitely get what you mean though and it is something I'm actively trying to find a "neat" solution to, perhaps a "playable" tutorial level may help for Day 1, in order to get to grips without reading everything, and actually seeing the game in action.

Thanks once more for your kind words, I cannot put into words how much it helps my motivation!

Beautiful pixel art and I love the story you tell throughout the game. Jumping puzzle is quite tricky (at least for me being bad) and the blocks not respawning straight away is a little annoying in terms of trying to get the rhythm of the jumps, but that may just be me.  Great job, and congrats on the jam

Thanks for the feedback! Would you feel that having less of a delay in the timing of the "pings" of the sonar would help in terms of initial processing of what's going on etc.?  Was intended as a simple but difficult to execute but I think I may have gone a little to high with the starter curve.

I didn't get it 100% finished but got to Level 8 or 9 and I had no issues particularly.  The different form being on a different map was perhaps conveyed a little less clearly than it could be but I have no real suggestion on how to fix it, and once I worked it out it was quite intuitive.

Clever way of hiding the layout (no spoilers) of each map, and pretty fun to play through.  Pathfinding of the guards is a little patchy but besides that a really good game incorporating the elements of the jam. Congrats!

Really great and quite addictive - more so than I first expected. The experimentation is good and the hints are cryptic enough to be interesting but not outrageously hard enough to be frustrating.  Beautifully styled and the chosen music is a nice addition.  Great job, and congrats on the jam!

Really nice work, beautiful art style, music and general SFX are simple in a wonderful way that highlight the theme. Great job and congrats on the Jam!

The bomb jumping is really nice. It would be really nice to have it shoot in the direction of the mouse so that diagonal jumping isn't quite as "clunky" where you have to move left to propel yourself to the right by clicking and pressing at simultaneously.  Cracking job though, and congrats on the jam!

Really interesting concept, pretty well implemented though had me feeling a little travel sick at times. I like the physics of the moving parts though and I think it really adds an element of interest, though it can be quite hard to determine what way the alchemist is moving at times. Nice job, and congrats on the jam!

Really beautiful style and an interesting game for sure.  For me, it would make it a lot more clear that there's flowers in the night gameplay - perhaps a small pop up to show they're interactable - but otherwise a really neat idea for the Jam! Congratulations!

Really cool and unique idea.  It took me a little while to work out how to make potions due to not knowing about collecting water but it kept me entertained enough for me to check out the GDD. Really nice concept and especially impressive as a first game. Congratulations!

Really nice aesthetics and a nice play style. Enjoyed the shadow elements of the game too!

Really good job, love the style and the music, and the game performs solidly. Congrats on the awesome jam entry!

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Hey, I've just implemented a couple of bug fixes and updates - as well as adding a little more information to the tutorial, which is replayable from the main menu.  If you feel like giving the game further time please feel free to review again and let me know if further clarification is required.  Thank you for your invaluable feedback, it is much appreciated!

(1 edit)

Hey, I've just implemented a couple of bug fixes and updates - as well as adding a little more information to the tutorial, which is replayable from the main menu.  If you feel like giving the game further time please feel free to review again and let me know if further clarification is required.  Thank you for your invaluable feedback, it is much appreciated!

(1 edit)

Updates & Bug Fixes

29/07/2024 03:35 (UTC)

  • Full screen mode is no longer available due to issues it was causing with placements of NPCs when drawing distances from the reticle.
  • Added further clarification to the tutorial to aid with first-time engagement with basic gameplay loop.

28/07/2024  11:10 (UTC)

  • Changed the way that Mocha buffs are shown/working so that they now are "double duration" as opposed to "half decay time" since their timer went down every 2 seconds which just looks like an error in and of itself.
(1 edit)

Known Bugs/Issues

  • There is an issue whereby full-screening the game will cause positioning of NPCs to be incorrect.
  • Whenever a new build is released we are losing saved data including showing the Intro to users who may already have seen this. Apologies - this will be due to my limited knowledge with the way that I have added saving of progress.