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AfflixrElixr's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity - how original is the idea? | #4 | 3.867 | 3.867 |
Presentation - how does it look/feel? | #5 | 3.733 | 3.733 |
Overall | #6 | 3.511 | 3.511 |
Entertainment - how enjoyable is it? | #9 | 2.933 | 2.933 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Liked the game library idea. Interesting look and atmosphere for main game. Especially liked the animation on the components.
It took me a while to get it, but it eventually clicked and I got into the flow of things!
Generally the plan that worked for me is: pick up the card counterclockwise to your current, and advance clockwise twice. Pick the same as your current to open up blocked areas if needed.
Once the levels started having many guys I was worried that I also had to find a way to clear the entire board to win. Fortunately that's not the case, though that means the solutions for some of the levels are quite open ended. Though I could imagine this game having some very tricky puzzles with only one solution!
Also, today I learned about the four temperaments, that's quite interesting as a theme for a game!
Lots of fun and fun to see made! See I think your crisp a-game-is-the-conjunction-of-these-logical-and-graphical-ideas-and-their-facilitation-and-outcomes is amenable to a knowledge rep approach
thank you, that means a lot coming from you
I really enjoyed the look and feel of this game! Loved the CRT TV screen filter. I couldn't figure out how to play it effectively, though.
I demystifyed some things in my reply to technomancy. Apologies that the walkthrough tutorial levels and hints in the bottom right we're not sufficient for an enjoyable playthrough. Definitely something I'll work on for next time.
Cute lil blobby fellows; I like the feel of it.
I felt like there was definitely supposed to be a specific order you’re meant to do things in, but I could have used more feedback indicating the difference between picking the right way and the wrong way. Is it bad to get cards that show up in the upper area?
The only way to "lose" the puzzle is:
1. End up with 2 status effects (center left) of the same parity (across from each other), soft locking you from any other status transitions.
2. Running out of little guys to interact with, and having 0 cards in your hand (top left), with a status effect, leaving you incurable.
You acquire a card in your hand when you attempt to interact with a guy who is directly weaker than your status effect. Acquiring cards in your hand is neutral. You can use cards:
1. from the top with Y, effectively storing and reusing an interaction with said little fellow.
2. from the bottom by acquiring 4 cards, bumping you back down to the limit of 3, while using the discarded card similarly to #1
#2 is supposed to be a punishment while #1 is admittedly less restricted than we would have liked. Many puzzles can be solved in shorter solution paths than designed by using multiple cards with Y at the right time. Unfortunately, we struggled to restrict #1 in a way that wasn't too frustrating, confusing, or rendered puzzles impossible.
In retrospect: I have an unhealthy aversion to text in my games. A bit more verbosity over the hints in the bottom right for the first few tutorial levels would've went a long way.
Very apt feedback, thank you!
Makes sense; thanks!
It doesn’t have to be in the game either; like you could put the explanation in the itch description too. The nice thing is the itch description isn’t locked during the jam period; I have added a few hints to my game’s description even once the submission period ended.
Very good point, I updated what my partner wrote. Hopefully the manual makes the gameplay a little clearer.
I had to play this game three times, because I’ve been mostly playing games at night when my brain is turned off and your game requires me to use my brain lol. My only real complaint is that I find the text hard to read but I also really appreciate what you’ve done here –especially after browsing the source code. You set out for an aesthetic and hit it, great job!
yeaahhh i made the mistake of not testing love.js until the very end... and i had to make a call for:
1. pixel perfect CRT shader at 15fps for lower end hardware
2. reduce the render resolutions such that the shader was going to miss some details in the texel offsets
Honestly, in retrospect, i shouldve chosen a secret 3rd option--- unrealistic crt shading where the phospor details may be lost but the source pixel details will be preserved--- which wouldve just meant keeping the offset higher than the output resolution
All puzzle level logic credit goes to my Partner-- she was delightfully devilish over this weekend coming up with puzzles that had me stuck for an hour at one point.
Appreciate the feedback! :)
Great aesthetics! Brings me back to my childhood. Nice job getting those shaders working in love and WebGL
thanks, means a lot coming from you!
Also, I was able to use your bleeding-edge love.js builder on codeberg as opposed to the usual gitlab template. I had some issues with luarocks, having to manually install the latest version and softlink the path, as well as modifying the build script to use some slightly renamed require paths / function names. Other than that it worked like a charm.
Appreciated btw, because my game really needed that performance increase from love 11.5 and lua 5.4 to run via wasm on my old 2012 macbook pro at 30fps. :>
cool idea, I appreciated being able to rebind the keys for right side to kl;o
glad it worked too! admittedly I spent way too much time on the side features, but I was exploring a concept beyond the jam a bit too much ^^