Cool, fun and impressive entry! Great job on all the different mechanics in such a short time. I too liked the variety of the dodges, but I think the 'dodge X' text appeared/moved too slowly, it took some fluidity out of the game. The 'sokoban' thing puzzle also felt too easy almost all the time and then almost impossible at times. The dialogue could also use some edits in some places. And don't know if it's just me being dumb, but I also couldn't figure out what the 'dodge at the end of the line' in death meant. Anyway, great job!
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Yeah, I got people commenting that the text appears slowly, especially with spikes. I'll definitely make them faster depending on when they appear. The sokoban minigame is generated on the moment based on the target area and the player position, so it definitely needs some fixing - maybe even a new re-do from scratch.
The dodging at the end of the line is a feature I couldn't manage to insert into the story yet, but you can dodge the skull to have an extra chance at continuing the battle by surviving at 1HP.
Can I ask what did you feel was off with the dialogues? Was it grammar, or problems with the writing?
Thanks for your feedback!
Cool. I've played so many jam games that I don't remember that clearly anymore, but I think it was the fact that there were some spelling and grammar mistakes and those combined with the light style of the game/dialogue made the dialogue feel a bit hastily done. And maybe some spots that "didn't land" with me, but that's kind of subjective.