Hey! Thanks for having a play through, when i put the doggy bowls in i definitely thought of inscryption when implementing it! It doesn't have the same "feel" and oomf as it does in inscryption though haha. And no bullshit broken builds with an ouroborus knocking them out for hundreds and overflowing the table!
Zemeck
Creator of
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I put in some "polish" last minute and added in a bug. He's supposed to be drooling and I didn't assign the game object. I "think" the Windows build has the bug fixed. But that sucks haha.
Apologise for the busted boss! That's for playing it that far and the feedback Much appreciated...
Wonder if I can hide the Web version! Hahaha
Thanks for your review!
I completely agree with your critiques.
After the email from otto last night i've made some changes (that are awaiting deployment) that fix some of the starting pacing / issues on where to go.
That jump after the water is a bit garbage as it requires an almost pixel perfect coyote jump and airdash at the right time. Really not great for someone who just got out of the first area!
Thanks for the comparison! I'll take that as a compliment haha
As for directions, i hope this helps. Just a zoomed out version of the start.
The issue being the "floating brick" area requires a jump dash after a small coyote jump (you can jump after being off a platform for like .25 seconds ( i think)
Crim is short for Criminal
Extremely solid entry, the mechanics are well developed and fit the theme perfect. Art style is stunning with a smooth fitting soundtrack that definitely doesn't fit my state of mind while playing.
While I'm terrible at this game, this game is the complete opposite.
Extremely polished submission which deserves the credits it's receiving
I enjoyed playing the game, the controls became a bit cumbersome to gameplay around the final wave where you were limited by how quickly you could spam the click space combo.
It was well done and a fully realized game so great job. Definitely keen to see you do more development in the future :) Keep up the good work
Really interesting mechanics and theme. I did encounter a bug at the end of the tutorial on death where it froze and i wasn't able to reset and required to refresh, however it was still quite enjoyable to play. The art style was great, would love to see some integration between the tiles themselves (Grass to stone etc) but that doesn't take away from the game itself.
The background tiles with the vines were great too
Definitely agree with the enemy movement needing to be in sync with the music. They were a very last minute addition to the game. Would love to flesh out the idea and work more towards a rhythm based world, traps turning off / on with the beat etc.
Must admit I wasted a good day getting my head around the rhythm mechanics! hahaha.
The art was great, there could definitely be some improvement in the mechanics itself.
It appeared that you needed to stop moving before you could fire, which increased the difficulty significantly as each ship required 3 hits, but also seemed to spawn in packs.
To be able to stop in front long enough to fire, seemed to be the time for 3-4 ships to fire at you.
It required a lot of luck to get the correct spawning to allow the player to get points.
Lots of fun, will definitely give it another shot to see how many points i can rack up.
Bug find: After playing the level, the game appeared to crash and no longer respond after clicking exit
Here is a link to my. Game, I hope you enjoy it :) https://zemeck.itch.io/tech-n01
Hi,
I have a friend's game jam which overlaps with this one, am I able to apply both themes and restrictions and submit the game to both? (knowing it's fine in the other jam, just wanted to make sure its not against the rules here, both start at the same time /wouldn't be starting until both are active)
Hi, I'm a 30 Y/O Software developer looking for someone to take charge of the music / sound for this game jam.
You can find a previous gamejam game i developed on my profile, or a my main project.
Open World Action Adventure
Turn based tactics:
My aim for this jam is to develop something with a smaller scope and work towards a polished clear output as every other item i've worked on.
My art skills are debatable however i aim on using this to jam to further advance my pixel art ability.
Hit me up here or on discord if you are interested in working together
Zemeck#3222
Thank you :)
Hey hey, thanks for the feedback and playing the game!
I completely agree with griffin not being an obvious tower, I have some ideas to make it goofy / obvious it's a flying platform. I initially tried to keep the form a lot more and it turned out to just have a square body when the others are very dramatic changes.
Another failing of mine I would say is the level design on that section.
I need to have a smaller little play area to learn the mechanics of each of the towers individually rather than slap all 3 in the puzzle directly after getting it. Made worse by the griffin haha.
I might try to do some post release tweaking next week to clean it up, :)
I did prevent cheese to jumping off the left hand side of the map, but I "think" there is still some possibility of the right hand side after you get the next card and travel back to the start... Maybe, haven't tried hahaha I better patch that too or you can fall off the map!
Thanks for the feedback / playing the game :)
The vertical tearing on the tilemap has been fixed with a post release update, quite an easy fix in unity i just didn't have the time to do it before release (had a long list of implements i wanted to put in haha)
I've updated the following to make it a bit easier:
I made enemies you can't "magician" blue. So slimes and a plant can't be turned into cards.
Redy / orange versions can't be turned into a tower
The Boss is blue, but that's an exception, he requires different card types to completely damage and defeat him
The water drop has been fixed of cheese, they were last minute additions after i threw in the checkpoints. but it's a bit dirty on the first drop, the slimes are now lower in the water and if the player "drops" without keys it should take a while to sink in to take damage.
Hope these changes "help" but we'll see. It's still a long way away from the finished product i envisioned but im happy with the different mechanics
Thanks for playing the game and leaving some feedback.
I'll admit I ran low on time so the Tower and Priest cards were rushed in their locations so the puzzle directly after requires the playing knowing each of their mechanics to pass.
I had to throw them in together to prevent soft locking the game but it just came out very rushed and added some complexity.
Thanks for the feedback / playing :)
Unfortunately it looks like it's a quirk with unity. When bringing in tiles, sometimes unity brings in parts of the tile next to it, for a lot of them, it was a empty field resulting in tearing, not a hard fix.
Would be something I clean up in the next iteration.
One of the final cards greatly helps with jumps as it adds some floatiness goodness. The "hope" was to show the maximum normal jump early in the game to give the player a feel of how far they could physically jump on their own prior to having any danger involved. Most big jumps i aimed to have a checkpoint prior to save some frustration.
"originally" the player had 3 lives and it was super unforgiving when you got to the boss and died and had to completely restart the game.
Although when I swapped it, I tried to crank up the difficulty in some locations (last minute so not exactly balanced) to make up for the multiple checkpoints
I had plans / mechanics for a few more cards, but just ran out of time so i tried to polish what i had. Definitely a game i will try and clean up and make a decent demo of in the future