Oh also: Huge thanks for making it entirely playable with a gamepad! A mechanic like your bell, most devs would require the mouse for that, which would be a problem for me. Thanks!
aksommerville
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Super cool! I love the free exploration, there’s a real sense of possibility.
Ran into a bug, I think: The first time I talked to the crab, I offered 20 fish but he wouldn’t take them, the Yes button wouldn’t click (I had exactly 20 in inventory). So I came back with a harpoon instead and now he wisely accepted the fish.
At times, fishing started to feel like a chore. Might balance better with lower prices so we’re not chasing after so many fish?
Nice concept, I’m surprised we don’t see this style of falling-things puzzle more often. As others have noted, it was pretty easy to spam the keyboard, you might want to add a penalty for false strokes.
One cardinal sin though! The score isn’t visible after the round ends, and doesn’t seem to persist. So unless you’re actually watching it at the final moment, you don’t know what your score was. :(
Great game! And the soundtrack is just perfect.
I had some problems with the input choices, though. Using a mouse is nearly impossible for me, but attack wasn’t mapped to the keyboard. Tried a gamepad, but my L1 button did not trigger jump (why L1?). Looks like you didn’t assume Standard Mapping and instead assumed some proprietary layout? It’s a real shame.
Still, this is easily among the best games here. Well done!
Nice vibes. There was a little bug (?) where the previous prompt would appear first after making each choice, it threw me off once or twice.
Definitely an opportunity for more detailed feedback at the end. Even something as simple as “Ending 1 of 4”, or however many there are, that would inspire the player to try again and see what else can happen.
I had a lot of fun with this one, played thru it twice. You make good use of the limited hazards, like where you have to jump between ninja stars to dodge oncoming bullets, real nice.
There’s two adjustments I would make to the hero’s jumping: 1, jumps shouldn’t re-trigger when you hit the ground again if you hold the button throughout. And 2, the jump ought to cut short when you release the button. Gives the player a bit more control.
The graphics are great, they read nice and clear, but if you spend more time on it, it would add a lot to animate the hero.
A lot of the tiles are hard to read, is it solid or not? And it’s annoying that Jump and Talk are the same button. A few places, especially the tight corners of the village, I wanted to jump but had to talk instead. Those are minor points tho. Overall this is awesome! Great mysterious design.
Like others, I got lost after acquiring wall jump. But from your comments below, I think I know what to do now…
This was a whole lot of fun to play! I’d never thought of animated jigsaw puzzles before, but it makes a ton of sense. Found myself leaning on the animation in order to get pieces in their rough area first.
There are a couple minor technical flaws. Sometimes when two pieces overlap, you click and it picks up the lower one. Really ought to be the one rendered on top. And sometimes, I think just with already-connected clusters, they’ll sometimes not snap.
It’s a good thing you stopped at three puzzles, otherwise I might be playing this all day :D
Great presentation of a fun concept. But the formula is a bit much, and I think your instructions are flawed. It says D should be either N/2 or N/1, and then the final formula is Z=(D/N)*M. That means the Ns cancel out, and the total impurity is irrelevant? That can’t be right… But I didn’t have the patience to test it and confirm.
With these colors, honestly it’s painful to look at. And that’s a real shame because the sprites themselves are well made.
The dissonant take on jingle bells was great. Right on point for the game’s overall evil-christmas style.
I had some trouble with Santa’s moving hand, judging where its hitbox would be. I bet if you drew the hand a little squarer, esp around its lower edge, you could mitigate that confusion.
As to the game itself: Awesome! Tightly designed fetch quests, not much challenge, and a giant boss fight. Total NES style, I love it.
Just… seriously… the colors!























