Thanks. Yep coming in the post jam version
EmberByte
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Mechanics, asset and code wise this game seems to be heavily based on a previous game of yours (Jump Bald).
I have no doubt you put a lot effort into this game but this would explain the almost professional quality of the game.
I don't feel this is in the spirit of this game Jam to adapt previous games.
- Love the style you have going. Reminds me of the old Myst games
- I love the fact that when you return to the first room you are able to solve the puzzle.
- With all the rooms looking the same and the puzzles being very similar the game felt a bit samey after a while
- I wish there more "active" sections (for example manipulating a symol in real time via these runes)
- I imagine there is a more elegant hint system out there ( instead of handing you a note)
- It is not super obvious at first that you made a wrong decision and lost a life
Love the art and animation
Gameplay wise I feel it's kinda obtuse and not that compelling
Imo there should be fail animations that hint at what you are doing wrong
I think this probably should have been a multi step ritual (where you first start with 3 cards then 4 and 5) to ramp up the difficulty and explore a bit of the design space here.
Very ambitious for a 48 hour game and for the most part you succeded. Was especially impressed by the animations.
Would love to have some more audio feedback when your low on obidience/ failed commands etc.
Also I would often instantly fail commands when I was fighting (increase the time window or something)
Thanks for nice words. I kinda agree on the intersting level design part but I can't quite put my finger on what's *really* missing. More thematic level design (blending flavour + mechanics)? Tighter controlls and platforming? A more intersting core mechanic + implementation (like crossing out words with the dash) ?