Wizard In The Purple Robe by J0ye 2022-10-07T03:47:53Z
Really liked the concept. The UX design for the input system could use some work. Felt a bit tedious to walk to the stairs after the puzzle was solved.
Foon → Ludum Dare Explorer → Users → Asieke
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Haberdashery Rhythm Assault | jam | 322 | 3.71 | 3.77 | 3.32 | 2.93 | 3.94 | 3.65 | 2.70 | 3.52 | |
| 2025 | 58 | Collector | Empty Voice | jam | 606 | 3.20 | 2.77 | 2.75 | 2.64 | 4.01 | 3.37 | 2.25 | 3.33 | |
| 2025 | 57 | Depths | Into Enemy Depths | compo | 233 | 3.11 | 3.22 | 2.91 | 2.30 | 3.00 | 2.52 | 2.72 | ||
| 2024 | 55 | Summoning | Summoned to Another World to Fight the Demon Lord! | compo | 313 | 2.89 | 2.72 | 2.12 | 2.82 | 3.42 | 2.67 | 2.29 | 2.91 | |
| 2023 | 54 | Limited Space | Terrain Tactics | compo | 261 | 3.29 | 3.20 | 3.11 | 3.38 | 3.09 | 2.31 | 1.70 | 2.45 | |
| 2023 | 53 | Delivery | 04 Mail Service | compo | 261 | 3.33 | 3.04 | 3.27 | 3.62 | 3.64 | 3.17 | 2.95 | ||
| 2023 | 52 | Harvest | Crypt Caper | compo | 203 | 3.34 | 2.87 | 3.52 | 3.10 | 4.25 | 3.52 | 2.13 | 4.05 | |
| 2022 | 51 | Every 10 seconds | Jelly Jar | compo | 350 | 3.18 | 2.88 | 3.47 | 2.56 | 3.62 | ||||
| 2022 | 50 | Delay the inevitable | Overwhelmed | compo | 495 | 3.07 | 2.75 | 3.35 | 3.36 | 3.75 | 2.00 | 2.87 |
Really liked the concept. The UX design for the input system could use some work. Felt a bit tedious to walk to the stairs after the puzzle was solved.
Good game, the only real nick-pick I have is the way the camera rubber-bands when running and jumping around made me a bit motion sick.
Really good game, had a fun time playing it!
Ended with a score of 84 after a couple runs. Good controls, nice and snappy, and good animations.
Liked the character art and the premise
Good game, really liked the artwork
Really like the character sprites
Thanks for the game, it was a lot of fun. I'm a sucker for tile-based movement.
My only real knit-pick is with how the camera is implemented. Personally not a fan of it jolting from position to position like that as it can be a bit nauseating for some people when things on the screen change that quickly and frequently.
Really liked the graphics and color palette. The audio fit really well with the mood of everything being on fire.
Really fun game, could totally see this being played on mobile. Like others said, it takes a second to grasp how to play but once you get the basics it's pretty intuitive from there.
The next thing this game could use, imo, is better feedback/signaling of a plant's health. If a plant is dying, give it a withered look. And if it dies, a little puff of dust effect with a negative sound effect as it disappears would go a long way. And same for successfully harvesting a plant, a burst of golden light or something with a positive sound effect.
Really liked the graphics and animations. Button hover animation was a nice touch.
Addicting game, the deep pop of collecting the big oysters was really satisfying
Fun little game, liked the feedback of the screen shake after shooting
Cozy little game. Enjoyed the touch of having a picture to uncover
Love the graphics and the color palette. Topped out at a survival time of 38.
This game was fun, simple and intuitive with good controls, but I found the difficulty to be a tad too high. The spawning of the thieves seemed a bit to sporadic and unrelenting. And even when focusing only on fishing, the fish consumed while fighting the thieves seemed to always outpace how quickly I could gather, so if I spent any time gathering wood I would lose very shortly after.
I did manage to use a strategy to body block the thieves so I could fight them without having to walk all the way back to the fire, but it only mildly helped as it was only useful when there was only a single thief that spawned near where my villager already was.
All in all a really solid submission, just needs some tweaking with the balance.
Loved the art style! Appreciated the narrative as well. Great entry
The art is amazing and the dialog is fantastic! Really impressive Jam entry
Really enjoyed the feel of high-speed drifting around the city. The minimap was a little bit difficult to utilize, maybe make the icon for the player a more stand-out color so I can more quickly see where I am?
All in all great entry
The art and music are absolutely amazing here, especially given it's a game jam game. Would really like to see this with a bit more strategy and decision making required during the course of play. In it's current state I was able to kind of just send units on missions where they match the terrain and breeze through it, but with some balancing I feel there could be some really interesting decisions required during a run.
Fun game! The idea of fork lift yo-yoing a whole crate down onto some zombies I found absolutely ridiculous in the best way possible.
Really enjoyed this game, feel it has a really good balance between risk/reward. My first playthrough I played pretty safe and was no where near making it in time. My second playthrough I had to push pretty hard but managed to make it on the last day with my crew in pretty bad shape but alive.
Really loved the artwork here! For gameplay, there doesn't seem to be a strong incentive for the player to optimize completing tasks in a timely fashion. I think the game has a good foundation if you can elicit from the player a desire to optimize how quickly they complete each task.
Really fun, enjoyed being able to pick my upgrades at the end of each level
@defrag Thanks for the feedback!
For how I settled on the palette, I drew a mockup of a level in aseprite in grey-scale then pulled in premade palettes and color swapped until I found one that I felt right.
Really fun game. I was surprised at how much effort I put into trying to type fast enough to make the voice sound "normal". Also loved the art
The purballs are super cute! My first playthrough I kinda skipped over the tutorial/controls and didn't realize I was supposed to put them in the truck, so I just kept feeding them and ended up with like a million of the purballs just screaming at me lol.
The enemies are pretty fun to fight, but like others said there's no real in-game incentive to fight so once the waves are too big to handle I kind of just hold down right arrow and the game is basically over at that point. If you were to add something that made fighting situationally the best choice for the player I feel that could really improve the gameplay.
Fun game! The movement mechanics felt pretty good, and the layout of the level and the way the arrow points where you need to go really compliment each other quite well.
Super fun! Really enjoyed the feel of racing down the road while vibing to this BGM
Really enjoyable experience playing this one. Like others have said, great job all around. Really liked the art, the BGM, and the general feel of being a ghost wandering around.
The final delivery I did was the screen-writer's. In my wandering about to find the delivery spot, I ended up doing some platforming along the back wall of that large grassy area to find and reach it. I though to myself, "Wow, that was pretty difficult to find/reach" and then later found I had approached it from the back and the other side had a nice walkway up to it.
Really fun 3d puzzle game. Having multiple triggers tied to the same button made for some really interesting levels. Also really appreciate the ability to skip to a level. Personally stuck on level 11 currently but might come back and give it another go since I can just jump straight to it.
Fun game, once I reached level 7 and optimized the routes I maxed out at pulling in ~60 gold per 4 day tax cycle. Left the game running in the background and got game over on like day 461 with like 95 gold tax, a 4.81 average rating on over 3000 reviews, and level 11 with 20% left to level 12.
Not sure if you were aiming for this to be an idle game but that's kind of how it played out. Set it up in the beginning, let it run, and just check in and make minor adjustments once in a while.
One thing that would have been a nice-to-have would be a list of stats on the game-over screen.
All in all great entry!
Really nice game! The 'How To Play' screen could use some UX improvements, but it got the job done. Once I got into the swing of things it was pretty fun.
Very fun, liked the vibe. Would have enjoyed seeing some more levels.
Pretty fun set of systems you got here. Could see this turning into like a colony builder where you grow, manage and upgrade the colony.
Really fun puzzle game! Great job on the UI, made it really easy to figure out how to play.
Great entry! Felt really polished. Really grateful for the coin on the start pad as it got me the jump upgrade needed to be able to farm more coins down in the arena. Felt pretty good have the charge time and defense upgraded enough to face-tank and out-damage Greg after scrambling around dodging bullets and collecting coins.
Tempted to come back and do another run and see how few upgrades I can beat him with.
Super fun game! Really drew me in on trying to figure out the best way to clear enemies and boulders with the bombs. Also appreciated how the enemy attacks were telegraphed one turn in advanced.
Had a lot packed into this for a compo game. Also loved the art, reminded me of the flash games era.
This is a really cool concept, summoning items like this. Could see a lot of potential if you decide to keep going with the idea.
Appreciated the ability to fast forward the text. It's a nice touch I don't often see in other jam games and was well implemented.
The parry timing was a little rough for me to understand, but could be that I just needed to take more time to figure out the timing.
Oh my goodness, that was very well executed. I'm taking notes. Amazing art and audio design!
Really enjoyed the small character animations, and the speech bubble was really well executed!
The music changing while channeling/moving platforms was a nice touch
Liked the touch of having hand-written notes on the recipe, it invoked the feeling of reading an actual recipe card.
The music/sound design was really good! Enjoyed listening to the track while playing the game.
The execution of how/how frequently the player is summoned to math class could probably do with some tweaking. Personally it was riding a fine line between being annoying vs frustrating, but it did a really good job of invoking the feeling of "Leave me alone and let me make cake!"
The math class gameplay was decent with the kids randomly interrupting to ask questions, and served as a good juxtaposition to the cake baking gameplay.
Really solid compo entry
Nice entry! I wound up mainly fighting the crystals since they were the most predictable and stationary.
@pandalk Pokémon sword stance setup was exactly the vibe I was going for with the buff mechanics, glad to see that it came across
@linky439 funny enough, I'm actually in the process of mocking up how to display the stats on screen like you're suggesting. Current plan is to see how far I can take this over the next 2 weeks or so
@ellaris , pandalk, linky439:
Agree with the general sentiment that phase 3 is hitting too hard. The design goal was to encourage a balance between clearing the current phase vs buffing up for the next phase (aggro vs econ) but the way phase 3 is implemented basically requires a heavy investment in buffing the party.
Thanks for the feedback!
Having a character customizer in a LD compo game is kinda nutty and was pretty cool to see.
A couple nit-picky UX stuff:
Using a text timer for tutorial/instruction text was a bit of an odd choice to me. Text timers can work, but typically only for text limited to 1-2 short sentences, otherwise it can make the user feel rushed (even with the wait/reset option). Since the in-game text was more paragraph-length and instructional in nature, would have preferred to see something more akin to a standard 'Continue' button/on mouse click here.
Had a bit of a hang up with the fullness percentage text. For me it turned green at 89%, and because green = success and the low color contrast made the text difficult to see/read, it took me a sec to figure out I wasn't actually done drawing yet. To help pick text and background colors I would recommend googling Color Contrast Calculator.
Overall, I enjoyed the game. Having to draw the sigil and teleport the material components was pretty cool, and there was some good quippy dialog during the tutorial process that I quite enjoyed.
Great job with the art and the music. Loved the dancing animation!
Unfortunately the game and the music were out of sync for me though. The line hit the box ~1/3 of a beat behind and the first input was registering on beat 4 instead of beat 1.
Good entry, the graphics are good and the music is enjoyable.
As others mentioned, it's pretty difficult to beat. Would have liked to see more of a ramp in difficulty, whether that consists of having multiple levels or ramping up/fluctuating the enemy spawn rate over time, or some other method. As it currently stands, it's very easy to get overwhelmed and the moment that happens, there's no opportunity to recover, meaning the player is just sitting there waiting for defeat.
This game has a lot of good things going for it, just needs to dial in the difficulty.
Really solid entry! Great work! The puzzles were fun to figure out and teleporting the objects around was really satisfying.
Super cute! The simple joy of summoning a duck.
Amazing job on the art and animations! The movement was a bit slippery for me to control and I got a bit lost on what the end goal was. Great job introducing the controls and mechanics, they were simple, efficient, and easy to understand.
Super fun! The chaos of trying to dodge around was pretty thrilling.
Digging the crtv aesthetic!
Really interesting concept! And loved the intro!
Really good job capturing the atmosphere. Almost felt like I was on the boat myself, dropping with it on those big waves!
Hi all! Thanks for taking the time to play and provide feedback! Truly appreciate it! I had decided to continue working on this project through the voting period with plans to take it further. Here's the link to the updated project if any are interested
https://nohroko.itch.io/project-fantasy-tactics
@flying-butter-studio @ellaris @gdman @grid96 @bentglasstube @conduit @teo-yong-jie @tygrak @pranav-cl @frogman @virapyon @minidavid @neon
Really enjoyed playing this one! Very solid experience you built here!
Very fun game! Pickaxe upgrade to get rid of those previously indestructible rocks was very satisfying!
Very nice puzzle game! Good balance on the hints being helpful but not too helpful.
Pretty interesting concept. There were a few things that could use some polish, but the main thing I'd like to see improved is how the pills with symbols are introduced. Would be nice if each time a symbol is introduced, the intent of the level it's introduced in is to teach me, the player, what that symbol is and how to use it.
Very fun game! All that turning sure left me dizzy!
The game seems to have potential, but the game seems to reset after each throw. Others seemed to have been able to progress so not sure why that is.
Really interesting movement mechanic. Enjoyed rolling around on the ceiling!
Pretty neat game. A bit overwhelming at first...well actually a lot overwhelming. Maybe just intimidating UI? Sort of got the hang of it but still was kinda clicking and dragging at random through a good deal of it, but to be fair I probably should have spent more time reading the tooltips on the parts.
Super neat game though! Love the theme of a hacking card game!
Simple but satisfying! Very well done!
Simple and sweet. Only real note is it'd be nice to only have to press the button once to restart instead of twice (once on end screen and once on game start)
Love the game, but how am I supposed to get past that one turret without touching it? Seems like a guaranteed/unavoidable life loss
Super fun game! Upgrades felt super satisfying as you end up mowing down fish that previously took multiple shots!
Fun game! Really enjoyed trying to plan out the placements!
Took a bit to understand what was going on and the UI is a bit rough, but once it got going it was pretty fun. Loved the battle animations!
Had a lot of fun! The screams were great with the crowd scattering as someone gets tractor beamed up.
The beam behavior was a bit inconsistent. Sometimes it just held earthlings in place instead of pulling them up, and sometimes I could move horizontally while beaming but other time I couldn't
The jet felt kind of bs. Basically a guaranteed run-ender since there's such little reaction time and it one-shots you. Needs some tweaking on how it's implemented and/or what the punishment is for getting hit by it.
The ship was a bit difficult to maneuver, which I think is a plus for this kind of game. Though personally on the fence with how hard it tried to nose-dive into the ground after a while. On the one hand I found it annoying, but on the other hand it's satisfying to know I overcame it and beat it.
Overall the game is great. The vibe, the way the alien gets miffed when you bring the wrong earthlings and tells you to complete the order.
Fun game! The tutorial was a bit much to take in all at once though
Pretty good job overall, though wasn't a fan of how far behind the player the camera dragged. Also nothing happens when the PC runs out of HP.
Fun game! Really enjoyed the whole clock/time them and how the field shrunk with each item pickup. And the character portraits are really well done
I got way more into this game than I thought I would. Great job! Had a lot of fun trying to figure out how to keep my cards from running out. The spacing/placement of card refresh tiles and quest checkpoints felt pretty good with the level of difficulty there was navigating between them.
Only issue for me was the audio balancing. The bgm was way quiet compared to some of the sound effects.
Loved how the intro did a great job setting up the vibe of the game and the character. Their design and dialog was really well done!
Very cute! Also the movement reminded me a bit of agar.io
Pretty fun game with solidly implemented mechanics. Number one thing that needs work is the balancing, way too easy to become OP by going back to the shop after each encounter and buying any and every upgrade I can.
Super cozy game! Love the pixel art!
Really interesting game. On the one hand I feel like this game would benefit a lot from a tutorial that slowly introduces the equipment and how to use each one, but on the other hand I did enjoy running around with no idea what to do and having to figure it out, experimenting with different builds and such.
One thing I would have liked is some kind of goal or objective to work towards
Loved the artwork! Did run into an issue where full screen didn't quite work and some of the game screen was getting cut off. Tried a work-around of zooming out in the browser window, but that threw off the positioning of the book text.
I was also confused by the decline button being disabled. Didn't realize I had to click on the difference until I read the comments here.
Also, is every object supposed to have a reference picture? About half of them seemed to not have one for me. Not sure how I was supposed to spot the difference on the people traveling photo without one.
All in all, really solid spot-the-difference game
Loved the switch up from slow puzzle game to fast chase game!
Bummer the conveyor belt didn't make it in. Spent a decent amount of time being very confused before I read that message.
Visuals look really good though, love the pixel art! Oh, and just a heads up having an action boundto the esc key makes trying to play in full screen mode a bit of a hassle.
Really neat game! Always love a good creature catcher! Though I have to mention I found the walking between encounters to be a bit dis-engaging for me. If it were me, things I'd look into tweaking are walk speed, walk animation, distance between grass patches, sound effects, and bgm
I really appreciated the simple combat. Really intuitive and easy to understand, plus I assume fairly easy to implement so a great choice for a jam game. Also really like having the Apexian put right in front of us from the start. The "aha" moment when it utterly destroyed me and having the goal of eventually catching it was a really solid design choice.
Overall great entry, had fun grinding up to catch the Apexian!
Really liked the illustrations
Beautiful game! Really appreciated how turning was implemented with it being rounded like it was.
Loved the art and the narrative! Have to admit I basically soloed with Cáel. Rapid fire knockback plus a stun had the enemies walking backwards!
Great game, I enjoyed playing it!
Great job on level design! One of the common pitfalls I've seen with other games like this is having to wait for the character to auto-move after missing a jump, but you did a pretty solid job designing the level so that doesn't really happen. Always enjoy a solid one-button entry!
Very interesting mechanic balancing multiple boat routes in parallel.
Looks like the game won't load for me on itch. Tried in chrome and firefox.
Interesting puzzle game! Getting both sparts into the same cell was a bit tedious with the sensitive controls making micro-movements difficult and the spark balls easily catching on the corners.
This game was way too addictive! Great job!
Cool code puzzle game!
Love your art style! Not much wiggle room to slow down in a slower speed zone before crashing, might be a good idea to add something like a "slower speed zone ahead" sign.
Fun game! Pretty good progression! I did have a bit of confusion at the start on how to use the metal detector to track down items.
I really liked this concept
Great job on the platformer! Movement was a bit slippery for my liking, but everything else was pretty solid! The roomba had me worried that I would have to no-hit it with it's huge health-bar. Very relieved once I say it only regenerated part of it's hp.
I like the concept. Only made it to level 2. The high spawn rate plus the forced quad intersection made the level very rng on if an impatient driver would cause a crash.
Would have loved to try alternative builds, but there wasn't enough budget to do anything other than the simple direct path. Maybe later levels allowed for different build paths.
Liked the art! Didn't really understand how to play even after reading the instructions. Dragging out the flag and item and hitting ok didn't seem to do anything as far as I could tell.
Really fun game! A lot of really good design decisions and the difficulty level felt pretty good for a Jam game. Feels like a twin-stick shooter, but swapping the guns for cars which is a pretty cool twist and implementation of the theme. Also, was really tickled by the addition of jumping cars for bonus points!
A couple things I noticed during play - I kept inverting the controls in my head, clicking the direction I wanted the cars to go instead of the direction the cars come from. This could just be a me issue. - Once I got past the early game, I no longer needed to tell the cars to go. There were so many cars and so many zombies there wasn't any risk of not having enough life orbs to pick up. Unsure if the descent into chaos as the traffic conductor no longer conducts traffic during the zombie apocalypse was intentional or incidental, but either way felt thematically appropriate.
Really great job! Had a lot of fun!
Very cute pizza delivery game!
Very fun! The moment when the music is dialed in and the crowd starts dancing is super satisfying.
Interesting concept. Feels like the UX/UI design could use some polish, I was a bit confused.
Great job on the platformer. The controls felt super slippery though, made it way to easy to accidentally walk off the edge of a skinny platform.
Really fun game! Loved the pixel art and animations! The game was pretty challenging, but in a fun way. The need to parry stun to get a hit combined with only being able to take a single hit I personally enjoyed, but I understand that inherently raised the skill floor. Super glad this game had controller support, definitely my preferred way to play these types of games.
A few things that I got caught up on - Hit detection could be a bit more generous for the player. Seemed like the player would get damaged without actually getting hit. Most noticeable standing to the left or right of the purple fire. - In the section with the two zombies, if they ended up next to each other, while one was winding up an attack, the other would push it forward, making it impossible to stand close enough to trigger the attack and not die to the zombie getting pushed into me, even if I got the parry stun off.
Great entry! Thanks for the game and the fun challenge!
Pretty interesting concept. Unfortunately, I never quite figured out how to properly apply the filters. Tried experimenting with them in a bunch of different ways, but all they ever seemed to do for me was raise or lower the volume of the entire recording. No doubt I was doing something wrong. In the end, I mostly just brute forced it by hooking directly to the speaker and letting my ears do the filtering. That got me through most of the first page of tape records.
You did an amazing job with the UI design. I feel like with this kind of game, the UI could easily get out of control, but the way you set it up felt really intuitive and easy to pick up. Also, having a large cast of voice acting for a game jam game is really impressive. I think this is the first time I've seen this much voice acting in a game jam.
All in all, impressive entry. Thanks for the game!
Love the character design!
This game was so good! You did a great job crafting an experience here! Really impressive game jam entry!
At first I was a bit confused on what to do, but this is the kind of game where walking around and clicking on everything to discover what to do is part of the charm and was well executed.
Art, sound, game design, writing, all very well done. Thanks for the game!
Really interesting concept. Would probably need to sink a bit more time into it to get a hang of the timing.
Fun game! Kind of wish the default speed was a bit faster.
First want to say absolutely love the thumbnail. By far and away the best one imo, and the excellent 2d character art/character design really elevate it.
The game doesn't seem to have much gameplay at the moment. I kind of just touched three red cubes, walked through a door and got an end screen. Solid starting point with the building blocks it took to get to that point, hope to see you carry it forward.
Fun decoding game! Love the visual setup of sitting at a desk with the spaceship out the window. The gameplay and visual setup gave me a bit of Papers Please vibes, and the morse code aspect reminded me of when Pokémon used braille that one time.
One thing I noticed during play, the inconsistent width and height of the dots and dashes for the number codes, combined with their small text size, made them a bit tedious to read.
Great job! Thanks for the game!
Loved the artwork in Lasing. Would love to see it go somewhere story-wise. Right now seems like it's mostly setup.
Align seems too unfinished to give any meaningful feedback.
Seems like you have a pretty decent foundation to build off of, best of luck going forward!
Hilarious virtual stress ball. Dig the aesthetic, fits the vibe! Thanks for the silly little game.
I really liked this one! Loved the art and the music and the mood and story was well executed. The puzzles had a nice difficulty ramp and I really appreciated the red to yellow to green of the light as you got closer to the right solution.
Really great entry! Thanks for the game!
Pretty difficult game to play properly, but aa solid idea. In the end, the optimal strategy seem to be to spam click all 5 keys randomly and luck into the chain spells.
Noticed that the restart didn't work and had to hard refresh the browser to start over and the game crashed right as I won the game.
Would love to see this game stretched out to gradually introduce combos and strategies. Think this game has decent potential for some pretty good depth with varied spells, combos and enemies.
The white circles mostly seemed to pass right through the blue hexagon.
Pretty smooth experience. Couldn't figure out the switches on the first or how to properly decode the message in the third, but was still able to complete the game.
Great art and mood in the opening. Can't progress beyond collecting the three papers in the first room.
An auto-battler where you gamble for units seems like a concept with decent potential. Also, the game low-key has the vibe of those flash games we used to play during computer lab in middle school.
Fun twist on Minesweeper! As a fan of the original I quite liked this game, just the right mix of old and new!
A couple things I noticed while playing - I really wish I could have right-clicked to flag/unflag, but that could just be a personal preference. - It took me longer that I'd like to admit to figure out how to close the difficulty select window. Didn't realize clicking the reset button outside of the window would close and apply the changes made inside the window. - At first I would auto-click any cell as soon as I knew it was safe, and then I started going for minimum moves, hunting down the bombs in as few clicks as possible. Simply winning didn't seem too difficult because every cell gives you information on every bomb, but going for minimum clicks was a lot more satisfying since you have to think more deliberately and strategize how to uncover the cells.
Super fun game! Great job!
Liked the visuals: simple and clean pixel art. The boat was pretty difficult to control. Was surprised to see that up and down was actually up and down instead of forward and backward, and that left and right were move left and move right instead of turn left and turn right.
Loved the art! Felt pretty good to get to the point where I could pick out the right items without having to consult the books!
Very beautiful game.
One thing I noticed, the text-writing sound effect seemed to keep going after the text stopped in the radio scene. Also, wish the story had some kind of resolution or story progression. The game does a great job of setting the vibe, but then it kind of just ends.
Great job! Love the art and the overall vibe of the game! The character movement could use some refinement. And not sure about having to "sit and wait" inside the hollow log to avoid the owls and lightning. Would have preferred if there was a way to skip the wait time or something to do while waiting since it's a pretty long while you have to wait for.
Cool tactics game!
Running into the same issue others have mentioned. The very first circle thing after the instruction screen is there for a couple seconds and I can move around and scroll the shop on the right and zoom in and out, then the circle thing disappears after a couple seconds and the whole game freezes up and stops accepting any inputs. Happening on both Ludum Dare and Itch with Chrome and Firefox.
I saw your message to try playing muted, but no muting had any effect for me.
Really great execution! Feels really polished