Constrained by Split82 2013-12-16T11:05:00
Congratulation, that's really good : fun, in the theme, simple but good graphics. That's very impressive for a 3 hour game!
Foon → Ludum Dare Explorer → Users → ThetaTauTau
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| đ„ | 2021 | 49 | Unstable | Quantum Splitter | compo | 4.44 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| đ„ | 2023 | 53 | Delivery | Space loader Tim 49 | compo | Graphics | 4.77 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | The Last Ritual | compo | 136 | 3.61 | 3.21 | 3.52 | 3.72 | 4.43 | 3.29 | 2.77 | 3.93 | ||
| 2023 | 54 | Limited Space | đ„ | Steel Zenith | jam | 314 | 3.82 | 3.68 | 3.28 | 4.23 | 4.66 | 3.98 | 2.45 | 4.07 | |
| 2023 | 53 | Delivery | Space loader Tim 49 | compo | 22 | 4.18 | 3.88 | 3.75 | 4.50 | 4.77 | 3.11 | 4.28 | 4.23 | ||
| 2022 | 50 | Delay the inevitable | Extinction is inevitable | compo | 51 | 3.97 | 3.80 | 4.15 | 4.18 | 3.67 | 3.39 | 3.47 | 3.58 | ||
| 2021 | 49 | Unstable | Quantum Splitter | compo | 1 | 4.44 | 4.21 | 4.10 | 3.66 | 4.20 | 3.96 | 2.08 | 3.71 | ||
| 2019 | 45 | Start with nothing | A shroomy adventure | compo | 221 | 3.47 | 2.95 | 2.75 | 3.36 | 4.15 | 2.77 | 3.42 | |||
| 2019 | 44 | Your life is currency | Life and Death | compo | 167 | 3.51 | 3.38 | 3.68 | 3.09 | 4.10 | 3.63 | 2.54 | 3.70 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Rogue cards | compo | 3.12 | 2.87 | 3.50 | 3.93 | 3.25 | 2.66 | 2.64 | ||||
| 2017 | 39 | Running out of Power | đ„ | Lightning racer | jam | 520 | 3.20 | 3.29 | 2.78 | 3.52 | 3.52 | 3.04 | |||
| 2013 | 28 | You Only Get One | Hey trees! Can you protect my egg? I get only one. | compo | 444 | 3.07 | 2.93 | 2.93 | 2.89 | 3.11 | 2.75 | 2.92 | 56 |
Congratulation, that's really good : fun, in the theme, simple but good graphics. That's very impressive for a 3 hour game!
A bit short but it still very nice.
Thanks,
It's "unforgiving" because of the theme "You only get one", "one" is "one egg" and also "one hit point".
The bird help a bit but yes, it still difficult. But it will be easier without the "monster stacking" bug. I will try to resolve it.
"really wish it was a bit faster though."
I know, the time between waves is constant, so it's slow at the beginning and become faster and faster. I wanted to fix it but I prefered to correct some others things in the last hours of the compo.
"Such a good idea! I'm not sure why, but i loved this so much."
Thanks!
"Only thing I would say is it's not much to do with the theme"
I wanted to add some pictures and text that explain the "scenario" but because I don't speak english very well and I didn't have the time, I didn't. The link with the theme is the only one egg the bird get, while trees have many seeds.
It's weak but I wasn't inspired by this theme.
The mouse sensibility is crazy higth, I couldn't play correctly. It's sad as this game looks good otherwise.
Il like the concept, but I think this game have an issue that is easy to fix (even in a 72h jam) :
The distance of view is very short, the character is slow, and some obstacles are large, so, especialiy in the levels with "walls" (3rd and last), you juste can't avoid some obstacles unless you start moving BEFORE it get into the screen. It's very frustrating. The most anoying part is at the end of some levels, when the gem is not in the middle, if you come from the wrong size, it's impossible to catch it (and you insta-die if you touch the bottom of the level).
This is easily fixed by placing the character upper in the screen and/or increasing the screen height and/or increasing horizontal speed.
Otherwise, cute graphics, and simple but effective gameplay.
My antivirus goes crazy with this game, probably a false positive but I wont risk to try it.
Thanks for your comments, I'm glad you enjoyed it.
I'm aware of most of the problems mentioned, lot of polishing is needed, but yeah, it's a 72H jam.
However it's possible to go really far, it's about anticipation (when you see a ramp far away, in the other side of the tube, you can manage to catch it) and speed managment (dont go on ramps if you are going too slow, it will slow you down and you won't recharge). I scored more than 30000 several times (but I trained a lot).
The textures have albedo, normal and emission maps.
I already rated your game, and it was very good, one of the few 5 stars I rated so far :)
Thx for you feedback Maesen, adding a booster is a good idea, if it cost energy, it would'nt even change anything about the game balance and it would have make the game funnier.
@randomphantom : yep, the difficulty is a bit too high, it would have be better to have a progressive difficulty curve, with less obstacles on the beginning, but we didn't understand that it was needed during the jam because I was the only tester and felt that the game was approximately balanced (it is, but only when you are use to it).
If you get stuck on the ramps, it's because your not going fast enough.
Cool game.
As mentioned by PolyWolf, we can't both play and look at the right panel. As we are focused on the bottom of the main (=left) panel, a simple improvment would be to put the energy bar at the bottom of the right panel, closer to the action.
Otherwise, it's very good, except I suck at it :'(
After level 3, I'm stuck on the "click to go to next level" screen, is that the end of the game?
Otherwise, very good game, fun, beautiful and with a great "mood".
There is a lot of platformers with an energy bar / time limit in this ludum dare. However, the added mechanic of activating/deactivating lasers and doors makes this game stand out, and even if it's a simple mechanic, it's an intersting one with a lot of potential.
The game is fun, the level design is very good, the movements/collision well polished, the minimalistic/retro graphics and audio match the gameplay, overall it's a very enjoyable game.
Excelent mood, good graphics.
Simple but effective.
However it feels monotonous, it probably needs one or two extra mechanics (different birds, special moves etc.).
Original idea, but sadly it requires a $100 software to play. No thanks.
Thank you. I will fix this bug tomorrow, I think I just need to use fixedupdate instead of update.
It should be fixed now. However couldn't test it as my screens can't go higher than 60hz.
Thanks for your comments.
Yep, the controls are not the best. I am not use to platformer so I had to improvise the physics.
The difficulty was hard to judge as I was the only one to test it, I hope most people can pass throught levels 1 and 2. Level 3 and 4 difficulty depends of how well you know the level, they are probably too difficult.
@crosenlund79 : English is not my native language, can you tell me what were the spelling mistakes you saw?
@teo989 @erik-brunnstrom @gao-ming @purpledartfrog @jiri-hysek @fm-studio @pwroff @not-fall-ark : The character was not jumping due to the way his "grounded" status was checked. I fixed this bug and modified a bit the colliders of some platforms that were too thin like the thorns in level 1. The controller is still far from perfect but it should feels better than before.
@yorsh The jump physic used to depends on framerate but it should not be the case anymore. But it's true that this jump is too difficult, if you jump too soon the caracter bump her head in the top platfrom and if you jump too late you fall.
I would totaly change this level if it was'nt against the rules of LD.
The other levels should not be as problematics as they don't require precise jumps (except level 4).
Also I just realized that you jump higher when moving whereas I didn't intentionally coded it.
Fun game, I stoped at wave 75 as it would have continued forever.
I would have like a magnet effect to help collect life.
Controlling a character in a tower defense is a very good idea, I don't know why I have never seen it in another game before.
Congratulations!
Good aesthetic and mecanics.
I would have liked more levels, harder, most of them fells like a tutorial (very easy), then there are just 2 or 3 that are somewhat challenging.
transision between levels could be faster too.
Otherwise it's a good entry.
The blood cell mission feels good, in both gameplay and graphics.
The neuron mission was "meh". Holding the space bar make it easy and not holding it make too hard. The camera orientation is weird too. It would have been good just by turning the camera toward the objective and adding a limit to how much you can levitate.
Very good entry!
I stopped at the skull boss. When he hit the wall it drops 4 or 5 life only, and I was not able to collect them all, minus the damage I took that I have to heal, it looks like a loooong fight to me, and quite repetitive.
Graphics are good, music and sounds too, the mechanic works well, the world is quite big (is the skull boss the final boss?).
The only thing that bored me was the delay to get back in action when I died. The transition time is slow and then sometimes I had to go to an empty room to get my health back.
Also, I think the bosses should have less hit points, figths felt repetitive.
The concept have potential, but there are a few issues :
You don't shoot when the mouse cursor is on a "healed" tree, that cause some problems when there are several tree lines in a row.
Also, losing the game directly when colliding with a dead tree felt very punitive. I think it would have been better to just lose some life (something like twice the amount needed to heal it, or a fixed value).
Cool mecanic with a lot of potential for puzzle. Sadly under-exploited here imo
A very good entry. The story and progression feeling are good. The aestetic is good despite some issues (pixelated lines). Improving the fight mecanics would be a good idea for a post jam version, because for the moment it's mostly bashing the attack button (but it's good enough for a 3 day game).
@onnofal Did you get the double jump before you get to the queen? There is a text message that explains that the cliff is too high and that you have to go back. But you could have miss this message as it is printed only once. I should have made this clearer.
Please don't disable the unity default resolution/input dialog box when making a game using wasd for control, because this window allows people to change wasd to something useable in non-english keyboard.
Otherwise, this entry is very good. Music & sounds are awesome. The art is a example of minimalist done right. And the gameplay is fluid. Good job!
Simple and very well polished. Liked it!
The graphics are amazing but I didn't really understood what I was supposed to do (an I won anyway).
Nice game. It probably needs one additional mecanic to make it interesting. The levels felt the same.
The animations are awesome. Music and art too. But the game is a bit too hard and frustrating to really enjoy it.
Hello,
Just to warn you that your game was reuploaded here: https://threadloop.itch.io/amnesia-0
They also reuploaded one of my game to submit it in jams with cash prize. So I checked "their" other games to see if they were also stolen. And sure enough they are.
TrÚs bon jeu. C'est original, les mécaniques sont simples mais bien pensées, et les graphiques et la musique sont trÚs solides pour un truc fait en 48H.
Being able to make a clone of World of goo in 48h is incredible, and it fit the theme too!
However it is too similar to its source of inspiration, just adding a single new mecanic, and maybe changing the theme a litle, would have made this entry 200% better.
The core mecanics are both original and clever, and can definitively be the basis of a full game.
Arts, sound and music are excellent too.
Fights however weren't that interesting. Ennemies are too slow and don't pose a threat.
Also it's a good idea to enable movement with arrow keys, not everyone uses a qwerty keyboard.
@zantze Thank you for your comment. You are right, the way it fits the theme is convoluted. It is inspired by radioactivity (unstalble atoms) and chemistery (unstable molecules), and because of the fact the initial situation is unstable because any action will trigger a chain reaction.
@amolker I'm working on a new version with better polish, more content, and smartphone support. I will put it on google play soon.
@papabirb Thank you for your feedback, it's helping a lot.
@pdotjpg @concker-88 You are both right. Big levels become unpredictable and are not fun anymore. With most puzzle games, you can subdivize a level into smaller problems. This is not really the case in this game because of the chain reactions. Therefore, small levels are better here.
Thank you for your feedbacks.
@criobite We probably both read the same article on reddit lol. I plan to sell licenses to these sites once I completed the post-jam version of the game. I will also put the game on google play but I have no idea how much to expect.
I was reffering to the post in r/gamedev one week ago about a dev explaining how he sold his games to these sites. You pretty much said exactly what he did that's why I though you read it.
I use to think these sites were dead in 2021, but il look like I was wrong. So I decided to try to make a few small games and try to sell them, as I have trouble finishing bigger games. I initially planned to re-make one game I made during a jam 6 month ago, but I will start with Quantum Splitter instead as it is simpler.
@lucasglass Browser games sites buy non exclusive licenses, so it is possible to sell a license to several of them and also put the game on googleplay and the apple store.
However I have no idea how much to expect from adds on the appstores. I followed a few projects and some games made thousands while other made cents, with no obvious correlation with the quality of the game or any other obvious factor.
I would love to hear about your experience with "app stores for businesses".
@cakestorm sound variation is super easy to make in unity, just make a script that randomize the pitch by 10 to 20% before playing the sound.
The idea is really original and the game is fun.
The controls however are impracticable. The player "dot" is way too small, and also to slow compared to the growth speed, and it's super easy to fall from a branch when the physic glitches. Another option would be mouse control (left click to srpout rigth click to chop for example), although the game would be very different.
Anyway this is definitively good for a first jam, especially as you didn't go the easy way.
The gameplay idea is good but it is hard to know what action counter what attack. Feedbacks are kinda lacking and the animations are not clear enough. Spamming the attack button work better than trying to play the game the intended way.
The background and music are very nice though, it makes the scene very "moody".
Simple but efficient gameplay.
The graphics dont fit together IMO. A flat minimalist style would have work perfectly (remove all gradients and textures, no bloom, just plain colors and a nice palette). A neon style would have been fine too (dark background, bloom and saturated color everywhere). But mixing both don't work IMO.
Fun game though!
I really really like the idea. But the slow cursor just make the game feel unresponsive and frustrating, especially when the system become chaotic and precision is needed. I would like to try it with normal mouse settings.
Really good take on the chain reaction mecanic. Amazing how this old mecanic can still be used in new and drastically different gameplays. My LD49 entry was also based on chain reactions, but in a puzzle game!
The game is fun and has a good polish, especially for a compo.
One minor issue, though. When the player respawn, there is a delay when he can't explode. It's a good design, but it felt unresponsive due to the weak feedbacks. It can probably be fixed with a sound effect and a juicier animation when the bom become armed, and maybe another sound effect when the player try to explode before it's possible.
The game could be a bit easier too, although a high difficulty fits the theme. Longer runs would be fun and would allow more progress (new ennemies etc.).
The idea is good and the graphics cute, but the aiming is awful and make the game unplayable.
Change the camera from orthographic to perspective, reduce the projectile "arc", and maybe increase the nuts trigger size, it doesn't have to fit the graphics. It's usually a good idea to "cheat" in favor of the player if the exact physics makes the game too hard / frustating.
The controls needs some polish but the gameplay idea is great.
ĂnormĂ©ment de contenu pour une compo! La musique est vraiment cool aussi.
Le concept zelda-like/speed run fonctionne trĂšs bien ici.
C'est trop dur d'atteindre le boss par contre. J'ai vraiment du m'acharner pour y arriver, et il est mort quasi-instantanément car il n'avait plus beaucoup de vie. C'est dommage car il a l'air d'avoir plusieurs moves et là je pense que 95% des joueurs ne les verront pas.
Sinon le dĂ©lai avant de lancer le soin m'a vraiment gĂȘnĂ©. Il n'y a pas de feedback pour savoir si on est entrain de lancer le sort ou si il a Ă©tĂ© interrompu, et le sort ne se relance pas automatiquement quand il a Ă©tĂ© interrompu, il faut relĂącher la touche puis la represser. Du coup je me suis retrouvĂ© plusieurs fois Ă attendre pour rien que le sort se lance.
Mais trĂšs bon jeu quand mĂȘme!
@jkniest pressing X add an icon over your creatures. It's not very visible, thought.
Very unique idea! Superb realisation!
I noticed some problems (animation bug, "growth area" not visible etc.) but they already have been discussed.
The gameplay is ok but felt repetitive after the first two days. Farming games like stardew valley works because there are always different things happening that break from routine. Adding one or two events to the game could have made the game even better.
Good job anyway!
Really interesting and original mecanic.
Great realisation too.
I managed to score 100 on the last level, by making the little guy goind around in circle around the map several time. It felt really good.
This game undoubtedly needs a post-jam version.
Excellent entry. Graphics and sounds are nice, and the mecanics are original and interesting.
Although the game felt like 90% tutorial, 10% actualy playing.
Excellent art, sounds, music, animations and overall atmosphere. The controls are nice and fluid too.
IMO having to press a key for breaking stuff was unecessary, just doing it automatically would have made the game fluidier.
Also at some point I wasn't able to jump anymore, I don't know why (bug?). I restarted the game and it fixed the problem.
Turn based old school RPGs are a rare sight in jams. And this one is very nice, especially the interactions with the environment (rain/cold/heat etc.).
Althought the game stopped working before I was able to build the shelter (HTML5). At least that way I didn't die :smile:
Good job!
It's really impressive that you managed to make so many units, ennemies and spells, all with decent graphics and good balance, in a compo!
Although IMO there is not much strategy beside massing units near the gate and the occasional meteor. But nothing a few obstacles and a more units/upgrade can't fix.
Also I think the left "inventory" bar is not necessary. Dragging the units directly from shop to the battlefied would have been better IMO.
Excellent entry anyway, congrats!
I love the graphics!
There are not much feedback about what the different elements are doing and it seems like the clock collectible dont age the same amount of year every time. It makes the game very confusing and it becomes more a "die and retry" type of game than a puzzle.
The core concept is good, though. And this game have the potential to become a nice little puzzle just with minor adjustement to the gameplay and more levels.
Best storytelling over the games I tested so far! Great music too.
The characters graphics and animations are nice. The plain color tilemap could fit with the caracters but dont with the flamethrower and furnitures, though.
The mecanics are original and work well both as a gameplay element and as a storytelling element. Although there is only 2 or 3 levels somewhat challenging where these mecanics are really used to full potential.
Excellent entry anyway, congrats!
Great entry. There are some QoL issues but that's expected for a 3 days project.
Nice art and simple but intuitive and addictive gameplay. It could have been a bit juicier, though. But this is detail, overall it is one of the most polished I played on this LD.
The best game I tested so far in term of art, music, sounds and writing! The gameplay is simple but effective, alghouth it felt a bit shallow and underwelming compared to the other aspects of the game. With just one or two more mecanics it would have been an easy 5 star everywhere.
My favourite game so far. Really good on all aspects. It feels like a complete browser game.
The only -small- drawback is the difficulty curve, a bit too hard at the start, and too easy at the end. Maybe add new, more dangerous, obstacle types after some time, to make the endgame more challenging.
Controls were very hard, especially when trying to be precise (dropping babies). But the game was fun nevertheless, especially the baby bombing mecanic.
I got 49 on the first try.
Good: * characters and items art * on theme, fresh and fun gameplay idea * tutorial * music
Meh: * Background and ui art * juice * cycling the items with space instead of arrow keys (both directions)
Bad: * same sound for sucessfull and uncessfull delivery
5/5 innovation.
Great art and excellent "mood".
The gameplay was a bit too repetitive, and maybe a bit too difficult/unfair, mostly because of the collision boxes (ennemies that hit the carriage before reaching it and sword slash not hitting ennemies while it look like it should).
Great art! The controls are a bit weird at first, but felt good once I got the hand of it. However the game felt slow for a runner, yet not that easy. Maybe make the physic more forgiving and increase the move speed for a better game feel. Also I'm not sure that obstacle work very well with this gameplay, as you can't really avoid them once you are engaged on a road segment.
The game launch in 4k for some reason, whereas I don't have a 4k screen, so everything is zoomed in and I can't play.
Nice art anyway!
There are probably 2/3 of the games of this jam where you have to ship goods from point A to point B, but this one manages to do it in an original -and fun- way. Good job!
About difficulty, it was mostly ok, expept for level 4 that was a huge difficulty spike.
The art is very beautifull with an unique style and awesome transitions. The music fits the game too.
The gameplay give an impression of speed, which is good. But when going at full speed it's almost impossible to dodge anything. Offseting the player character to the left of the screen would give more time to react. Increasing the contrast of the fireball vs the background would make them easier to see too (the blue background of the ground level work well for that).
Also there a lot of things are unclear. I'm still not sure how the health system works, showing health points would help. The green orbs looks like the fireball but it seems that they are not hurting the player (heal??). It look like we have to go fast because Zeus is closely following, while in reallity it's possible to stop or even goind back and he will stop too. Also I tried a more carefull/slow approach, that get me farther than the fast one, but I died suddently without apparent cause (no fireball, no zeus, no falling). Feedback (sounds notably) would also help making the things less confusing.
Good job anyway, it's one of my favourite game in term of art and "mood". Lot of potential here, just need a more polished gameplay.
It is very impressive for a 3 days project. It almost feel like a complete mobile game. The gameplay is addictive.
The game was too easy for my taste, though. I finished every level I played in less than one minute without using bonuses most of the time.
The gameplay idea is simple but it work. The truck physics is good too. The close camera make controlling the car very hard, though. Just dezooming x2 or x3 would have been the game much more pleasant.
Really cute art.
Interesting entry. The gameplay is effective and the polish is good (expept the ergonomy, but that's understandable for a this kind of rellatively complex game made in 3 days).
IMO the biggest problem is the lack of difference between friends and foes. At first I though that good guys had orange shirts and bad guys purple ones. But there are also ennemies with orange shirts. It make it very confusing.
@bredera Islanders was indeed one of our inspiration sources.
@danyclockworker We tried camera movement with mouse control, but it was very janky and we didn't had the time to make it better, so we removed it.
@tvorojok : OMG. Is it a bug or did you play for 4 hours?
@kanity Thank you for this detailled bug repport. I was able to reproduce the bug. It seems to happens when several games are played on the same session (probably some static variable that are not reset). I will fix it. On the meanwhile you can play without bug if you close the game between each game instead of clicking on the "new game" button.
@kanity I uploaded a fixed windows version.
@kanity It's probably just outside the building zone. It is required to have the base of the block inside the building zone, but part of it can stick out of the zone. It sort of makes sens for some blocks like the landing pad or the dish antenna, but not for other like this one.
Also the building zone indicator is not the best and just doesn't show in most cases, adding to the confusion.
So that's not a bug, just flawed game design and lack of polish. Sorry!
I hope you still enjoyed the game.
And thank you for the feedback!
Very impressive compo. The physics is sometime a bit weird (the character don't move with the platform he is standing one). But everything else is perfect.
The best entry I played so far. Management games are usually hard to pull off during a game, because there are complex, hard to balance and GUI intensive. But this game is balanced and the mecanics are intuitive.
Very good job!
The game seems to be about finding the good layout to progress rapidly, which is a good idea. It actually felt very good when finding a new strategy that actually works.
However the slow progression paired with punitive and confusing mecanics (plants semi-randomly dying) make the game frustrating. I lost most of my progress when I though I undestood how the purple flower work but they all died.
It seems like the game has a lot of depth for a jam, though. Too bad I wasn't able to progress further.
Great and cute art and story. One of the "moodiest" entry I played!
It felt a bit too linear. At times it felt more like a novel than a game. That's not necessarily a bad thing, though, as non-linear text based games tend to be too short.
It's all right as a first jam.
Things that could have been easily improved: * the crates should stick to the grid during the drag & drop (just RoundToInt its position). * a way to skip waiting if we finish a level before the timeout.
This game is incredibly complex for a solo 72h jam. And the polish is good despite a few things unfinished like the missing illustrations.
I played for more than one hour. I lost 2 times, my 3rd game crashed early. Then during the fourth I finally managed to get infinite money with the vampiric spirit + pig + ghost combo (with a few other cards to help cleaning the deck). Buuuuut.... When I reached 100 gold and was about to stop the combo, the game crashed... It looked like an infinite loop (broser frozen, I wasn't even able to open the console to get an error message).
Definitively a great entry, though. It was overscoped for a 3 days jam but already very enjoyable.
I just played another game and was able to easily win just with side hustle and summoning the 20 mana card with the card that allow to play a card for free (definitively an unfair strategy compared to the convoluted combo I tried previously).
Very original gameplay that fit the theme perfectly.
The mecanic are good but they are introduced too fast and can be a bit overwhelming (the game would require more levels with a slower progression curve).
In the last level, I took a shortcut and didn't kill any ennemy. It was probably not the intended way but I have no idea how to beat it normaly.
IMO the mecanics have potential, it should be possible to make a (small) complete game with them, with better controlls and level design.
Nice game.
I was able to survive very long, but at some point tons of cerberus appeared at once and their AOE one shooted my 1000 knights and 1000 holy knights.
Bugs: * If you click the shrine button or a unit button, then release the click outside the button, it will repeat indefinitively (but IMO this should be considered a feature). * The units upgrade buttons seems bugged. I could not see the peasant upgrade for most of the game, then was able to upgrade a few time (it costed thousands while I had already millions), then it disapeared again. Eventually I wasn't able to upgrade anything anymore (but maybe I was maxed out).
@Vegeo Thanks for reporting it. I forgot to set the page public.
@mrventures Did you solve the first puzzle?
@mrventures I added tips in the description.
@danga Thank you for the detailled feedback! I agree that the last puzzle is a bit lame and needs more work. It's not bugged, the 2nd word is 4 letters long. I planned to have more words that do something but I didn't had the time. So it's just two words to trigger the end of the game (plus the ones that have a sound effect).
Thank you again!
@enver-arco I was using incorrectly Unity's new input system. I should be better now (at least it's fluidier).
@local-minimum Thank you for your detailled feedback and video!
You are correct about all your critics.
Most of the problems you mentioned were caused either because I didn't had the time to finish the game in the way I planned to (especially the last puzzle), or because the game was not playtested before the deadline.
@blaise-ebuth
> Could you please tell me what is the f*g word between âhatâ and âitâ?
Hater
> A little something that annoyed me is the music, which is OK by itself, but there is a âcrackâ at the end of each (short) loopâŠ
Yeah I know. I tried to make a seamless loop but as I suck at sound design and I was short on time I abandonned after a few tries (weirdly the method I used in the past didn't work).
Making a multiplayer in a jam is impressive. But getting several players to play the game at once is almost impossible. Although there was another player (bot?) when I played, but they offered no challenge.
The mecanics are simple but interesting and original compared to other io games. But they are poorly explained in-game and require to read the description (for example I had no idea that the 3 colors correspond to pokemon-ish types).
It feels like the idea have potential but the game needs more polish.
The game is very polished for a compo, especially audio. Congrats!
The gameplay has a great feel and is really fun. You managed to add a lot of depth to the combat system.
The difficulty is a bit too high for me, though. I would need some healing in order to finish the game (I tried 15+ times).
A thing that was frustrating is the fireball explosion radius. Often I successfully dodged a fireball then it exploded an hurted me anyway.
Also I noticed that you have a shader glitch with pixels turning black on the faces that are near to perpendicular to the view. I had the same problem in my outline shader and fixed it by multiplying the result of the depth sobel by one minus a fresnel effect.
Overall ecxellent game!
Simple but effective gameplay.
Good graphics and audio.
The controls are not very intuitive, especially as it is sort of a precision game. It made the game a bit too difficult for me (although not by a lot, I still enjoyed the game).
The gameplay idea is good. I played another jam entry with a very similar concept and it was very fun.
But only 5 turns, 3 manas per turn, and some of the cards cost 5 or 6 mana. So there is no time to make combos.
IMO just with 10 turns instead of 5, with the ability to reuse a card slot, and cards that generate mana, the game would have been quite fun.
Also, adding basic UI animations and music would have improved the game feel by a lot without taking too much time (as it is a jam entry so you were allowed to use existing music).
The gameplay idea is good but the game really need a fast forward button because it has loooonnnng waiting time.
In level 6 I let the game running for 200+ seconds before I lost. I don't even know if I'm supposed to be able to win here (I though it was about surviving as long as possible).
Simple but addictive gameplay. The polish is very good, it look like a complete mobile/web game.
Nothing to criticize really. Except maybe the "juice" that is not bad but could be better. This is the kind of game really benefit from being very juicy.
Very polished game! The gameplay is fun, intuitive, and there is a good variety of ennemies and bonuses.
The game is a bit messy, though, as we have to draw spells and dodge the ennemies at the same time, while the invocations does not protect the player as much as attacks in similar games (cause they can't be controlled and won't necessarily attack the closest ennemies). It's especially true for the archers (arrows are hard to see behind the invocation UI), and with the fast ennemies that stick to the player until he dies while the invocations are attacking something else.
The single use spell are not convenient to use too. IMO it would have been better to cast them immediatly when picked (like in vampire survivor). There is already enough things to manage.
The graphics and animations are simple but well made and consistent, with an impressive polish for a 3 days jam.
Overall it's a very good entry, congratulation!
Graphics and art style are great although a bit inconsistent (very different lines thickness). The randomized animals are amazing.
The gameplay felt repetitive. I would need more depth to be interesting (healing mecanic maybe). Also drag and drop would have been better for fluidity IMO (1 click instead of 3).
IMO the gameplay was a good idea but feel slow and unresponsive. It just need a better attack animation for the player character. The damage need to happen very shortly after the attack button is pressed so it feels responsive. Some people even put it in the first frame of the animation like in hollow knight.
Other than that the audio of the game is nice, and the sprites are great, especially the boss.