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(3 edits) (+1)

Very well made story with very creative mechanics. Love all the artwork metaphors from the world and the enemies. Overall love it -- very well made. :3

But damn that last stage was tough. I couldn't recover anything from fighting enemies, and during the boss fight it was very tough to make sure my healing could keep up until I finally decided "meh let's just finish the boss ASAP before it could harm my chars too much" and fortunately it worked... barely.

Some issues though... although I suppose some of them are a little bit much to expect from a game jam:

1. Well... with no levelling system or recovery items (as I said... I know it's too much to expect from a jam game) when I played it I found no reason to engage with the enemies unless I have to and so during the platforming section it becomes a game about just avoiding enemies -- esp. when both of the characters are in full HP/GL. I guess otherwise there is a motivation to recover HP/GL. Is this gameplay intended?

2. In the second artwork, in the area around the boss, the platforming section is a little bit... annoying. After defeating the boss it took me a while trying to jump to the portal m(_ _)m

3. Some of the enemies' attacks... are different in animation only. I'm talking about "Nagging Regret"'s attacks; which either shoots or melee attack but what they do are basically identical. I guess this is not too big of an issue but I do notice it :P

4. For Tama's normal attack: Being able to click just three (or two? I kinda forgot) already gives the full 3 damage attack output. However; it is possible to click up to 6 when lucky (usually I could only click up to 5 tho). I feel like this should be rebalanced -- either by making the full 3 damage attack output only done when clicking at least 4 OR by giving a 4 damage output during lucky attacks when 6 targets get clicked.

P.S.: Nice music from FaceMeltingSolos again. Very awesome

P.S. 2: I just realized moments after the fact that the best strategy to recover HP/GL esp. during the last stage is to leave the weak enemies and then cast drain and use healing spells

(+1)

Thanks for playing! And thank you for all the feedback, super helpful! I went into this thinking it would be easier to build than an action game, and boy was I wrong.

1. I really, really, really wanted to have more "RPG" elements like leveling, items, equipment, but this one got away from me. At a certain point, to save my sanity, I had to let that all go. I do realize that this makes skipping enemies a good option, but you are correct that I hoped players would pick fights to restore their resources carefully.

2. Thanks for letting me know... I wasn't sure about that area, and I guess it could use a rework.

3. You caught me! I left that just for some visual variety, but yeah, the little guys have only 1 attack basically.

4. Tama's max damage output comes from 4 clicks. I just played to make sure, 1-3 clicks gives 2 damage, and 4+ is 3 damage. You must be much better at click those circles than I am! Maybe I should add a 4 damage tier at 5-6 clicks for skilled clickers.

PS: Yes, he's great! He nailed it again :)

PS 2: You're correct (SPOILERS AFTER THIS TEXT STOP HERE ANYONE WHO HASN'T PLAYED) ----- The weak enemies are intended to help keep your characters fueled in the boss battles. There are a few ways you can use them. The strategy you listed is definitely one of them!

Thanks again for playing, and taking the time to give all this feedback, it's appreciated and very helpful! Hopefully the next one will be for MGGJ2, hehe.