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Arcus von Sinus

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A member registered Mar 30, 2024 · View creator page →

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I will try, but I have doubts that a web version would play nicely with the compute shaders.

I would even say that there was no gameplay :D. We ran out of time, there might be an updated version in the coming days :-). 

For sure it would have. We just ran out of time. There might be an updated version in the coming days :-). 

It is a game. About 5 hours before being finished... :D. Or, more precisely, about 5 hours of development by somebody who slept more than 0 hours :D. There might be an updated version in the coming days :-). 

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Ahoj,

  • Chápu, nicméně bez převtělení, ani třeba jako kanec, skrz stromy neprojdu. Jako srna jo. Viz "speedrun" :D : 
  • Díval jsem se na walkthrough. Druhou veverku a druhé prase jsem nezmiňoval, neboť jsem si myslel že se k nim přes zeď 3 nemohu dostat. Co mi chybělo je znalost toho, že se převtělit mohu i na dálku, což tam nikde předtím nebylo.
  • Že veverka může jen přes poškrábané stěny mi došlo, to je tam naznačené pěkně. Nicméně průměrně jsem musel začít šplhat tak 3x abych přes poškrábanou stěnu přelezl.

Jasně, rozhodně jsem to nemyslel jako výtku, je mi jasné že jde o gamejam :-). 

Snahu o "vyplnit vše" jsem ještě nevzdal, uvidíme :-).  

Já asi něco nepochopil. Hra se zeptá na ~5 ano/ne otázek, nijak na odpověď nereaguje a pak se jen na konci objeví jiný konec.
Například je tam někdo kdo se ptá "dáš mi houbičky?". Čekal bych že bych měl nějaké mít, kolem jich je spousta. Ale pokud jdou sebrat, tak jsem nepřišel na to jak. 

Nicméně grafika je pěkná, hudba a zvuky super. Mňau!

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Jestli jsi si myslel, že přes ty dupky nebudu vnímat nedodělané UI, tak jsi měl pravdu.

Jinak mi nebyla jasná mechanika totemů, nikde jsem tam neviděl potvrzení, že jsem ho úspěšně ukradl, nebo kolik jich mám, nebo kam je ho pořeba přinést.

You had me at "my buildíme lore přímo v názvu" :D 

Mechanika naprosto super, jen se ji Euleružel dalo vyhnout, místo nebezpečného žonglování to stačilo proběhnout 😀. 

Když jsou Griffini na houbách tak jsou ve vejci :D

Super! 

Ještě mít někoho s kým to hrát. Nějaký singleplayer by byl fajn. Vymyslel jsem si aspoň "vyplň všechny buňky dřív než vyhraješ". Ale nějak se mi nedaří - vyhrávám moc rychle.

Byla mi slíbena a já se těšil na hru v powerpointu. Na divoké přechody a animace (a možná wordart). Ale nejenže tam nebyla ani jedna animace, ale ještě to navíc bylo v google slides. 


(\s hopefully implied)

The best use of the ingredient "border" in the jam. The concept of the long/short range is awesome. 
But stopping for shooting is very annoying, so much so that I opted to just run without shooting. Which is paradoxically easier when the fungi are in the long range mode.
But the game can be finished without any homicide. Or maybe fungicide :-). 

(Napsal bych to česky, ale "homicide/fungicide" se mi nepovedlo přeložit :D)

Mechanika a hlavně vizuál hub rostoucích v mých stopách je super! Převtělování - získání schopnosti je taky fajn.

Mimochodem - to že srnka nekoliduje se stromy bylo záměrně? Byl tol jediný způsob, jak se mi povedlo to dohrát. Možná něco nevidím, ale v tom posledním levelu:

  • Abych se dostal k praseti skrz 1, tak potřebuju veverku (sám ani srnou tu zeď 1 neprojdu)
  • Abych dostal veverku, musím projít 4 a tedy použít S1
  • Abych se dostal za 2, potřebuju to prase.
  • No a abych se dostal za 3, tak potřebuju veverku (tu jsem nahradil za prase), nebo srnu (zbývá S2) ke které se ale (sám nebo s prasetem) nedostanu přes 4.

[Za obrázek děkuji srně, která se nebála skrz strom skočit out of bounds]

Jinak jsem nepochopil schopnost hlavní postavy, tu ruku. Mačkal jsem mezerník kde se dalo a nic.
Když jsem se poprvé setkal s veverkou, tak už na sobě měla houby, a tedy že je to veverka jsem poznal až pak z obrázku.
A přelézání stěn s veverkou ne vždy funguje.

Pěkná a milá hra :-).
Nicméně souhlasím s ostatními, když jsem si u druhého průchodu zapnul autoclicker, tak to bylo daleko zábavnější :-). Možná by ho šlo přidat zároveň s větším počtem potřebných kliknutí. 

Nebylo mi tam pár věcí jasné, například význam tlačítka "- number of clicks", čekal bych že to ubere "Clicks to explode" ve statusbaru, nicméně mi to dovolí koupit i když už jsem na 1. (A je tam myslím bug, pokud to v levlu 1 snížím na 1, tak se na začátku levelu 2 pořád ukazuje 1, i když je třeba kliknutí více.)

I completely agree with the praise from other comments, I will not repeat it here. 

I have one big annoyance - why o why do you not have something like "r to restart" in the tutorial? It allows you to lock yourself quite easily, and no indication that you did something wrong.

And one small annoyance, in the later levels, when you understand the mechanics, when I got an idea how to do it, I needed to kill myself repeatedly to try it. In most of the levels it was clear where to commit the suicide, so I needed to travel there (repeatedly) and it adds nothing to the gameplay. (In one of the levels that was actually a game mechanic (you need to keep access to something to kill yourself), which was nice. )

The idea of combining gloomy b/w depressed princes with vibrant animal minigames is lovely. The overall esthetics works nicely together.

I would like to have some point to the minigames. Highscore maybe? With the fish before understanding the controls it ended. With the ants the pheromone trails are brilliant. But again some goal would be nice. And as was mentioned in the other comment, I have no idea if the reincarnation is time based, or if I need to do something. 

I quite like the game. The game play is a bit repetitive, making a minute adjustments so you can just squeeze through, but I guess this is normal for this type of game. 

I do not thing I really understood the chaos mechanic. Do you want it as low as possible? As high? Both? Some sort of high-scores table could have made it more clear.

Glad to see I am not the only one double posting due to the itch interface :D

Thanks :-). 

Yeah, there were a lot of features planned and scrapped due to the time. As I mentioned in another reply, the original idea was for the enemies to sacrifice and destroy/disable some turrets. Maybe they could even calculate which tower would be best for them to destroy.

The idea of anti-defense is lovely. I really want more levels to enjoy :-).

It would also be nice to have the ability to replay some level, as I would be interested if other strategy would work as well, but not enough to play through all of the previous levels.

I love the main idea, the mechanic of leaving corpse to fulfil some purpose is really nice. The game could use a bit more polish, but the same is true for every other game, and is unavoidable in a 48-hour gamejam.

I have a feeling this game would be nice for speedrunners, there are lot of places to exploit. (In one place I got out of bounds without wanting to several times, and being on top out of bounds I could trigger the checkpoints.)  And there is the nice mechanic of "flight by reincarnation" :D. 

As was mentioned in the other comment, it is easy to miss a dialogue by accident. And if the person have nothing new to share, it just repeats the answer to the last question, so you need to click through that.

It would be nice to have the option to remove a connection on the murder board, especially one I made by accident since I did not know how to make the connection and I was randomly clicking to figure it out. 


It seems like a nice instance of the murder-mystery genre, but as I usually do not play games like this I cannot really judge it.

The main idea seems cool, but there are a lot of annoyances. As was mentioned the second wave looks unbeatable. And the first wave is trivial (at least with the choice of increased fire-rate). Therefore to even try to defeat the second wave you need to go through the "tutorial" of the first wave again.

I would also like the collisions to work better, I spend a lot of time around the base (circle/elipse), but the collision box is a square/rectangle. And it would be nice to have an indication when the secondary lasting-area-damage is ready.

I love the basic premise. Not enough people? Crusade! Not enough food? Crusade! Not enough wood? Guess what, crusade!

I don't know if I was lucky, but I found it quite easy. I don't know if starving is the only way how to die, but to have enough food seems to be not an issue.

It would be nice to have some explanation about how much food is needed, is it that each day one person eats one food? If so, then the ability to sacrifice them (and thus decreasing the required amount of food) makes it rather easy.

I would very much like to play the more polished version with perhaps more features (which is of course over the possibilities in a gamejam) :-) 

Thank you for the comment!

 I agree, there are plenty of (even low hanging) fruits to pick up, but I did not have enough time (and at the end energy) to implement them. The original idea was for the enemies to sacrifice and destroy/disable some turrets. Maybe they could even calculate which tower would be best for them to destroy.

The game obviously needs something to make the gameplay longer, either more levels, or some sort of puzzle mechanics - f.e. what is the least budget to survive X amount of enemies. And wanted it to be impossible to beat with the starting budget, so you would need to die and get more money, but apparently 100 is enough. 

Thank you for the kind words :-). 
I originally called the project T.B.D. - to be decided. Then I realized that obviously T stands for Tower and D for Defense.  I still don't know what does the B stand for, so B is to be decided. B.T.B.D. for short :-).