Thanks! <3
Atanii
Creator of
Recent community posts
Very good Match 3 puzzel, haven't seen this rotation mechanics in any of the ones I've played so far.
The art looks really polished and the game flows, loved the effects :D
My only gripe was that I had no music. Not sure if this was a bug or something I've missed. - I myself didn't include music in my game since the one I've composed was not fitting so I don't say this as a negative :D
I love match 3 games so this was a no brainer choice for me to play :D
At first it was a bit confusing because I think there is a bug that prevents me from swapping sometimes. In one play, I can swap - swap - ... without any problem until it's game over, in another play, at some point, the game glitches out and no matter what or how I click, nothing happens.
Also sometimes felt like there were not enough choice to swap or none which blocked me. I've never done a match 3 game - although I should - so I don't know what algorithms are there for generating pieces but that could use a little bit of polish.
Otherwise the game is a perfect little match 3 puzzle ^^
Music is great and art looks lovely.
This was something else. A really unique interpretation, sucked me in until the end :D
The conrols felt a bit strange at first but I quickly got used to and it turned out to be a great experience. The "impending doom" feeling is there the whole game which adds a lot to the atmoshpere. Visually it looked really great, especially the sun with the shader!
Thx! :D
The behavior of the enemies broke bsically at the end of the development and they started running into the walls. I'm not sure what's causing that but it was a bit awkard :D
I think I wasted a bit too much time with the shader stuff, since Godot distorted some texture colors even when nothing should have caused that and I had to post-process to make sure there are only 2 colors. Also spent too much time around the method of building the level, should have just kept it as simple as I could.
First time playing an anomaly-hunt game but I like the concept of the genre.
The game itself is simple and fun. I liked avoiding the boss behind the cubicles, reminded me of Matrix when Neo tried to escape from the agents in the office building :D
Finding the anomalies themselves felt a bit hard, msot of the time I didn't find them. Also I was not sure if I have to go to the elevator or fire escape IF the boss himself shows up but I didn't count it as anomaly.
Thank you! :)
I love breaking walls and finding secret stuff in games so I wanted to include that. I'm glad you liked the layout as well! I was not sure if my level design was good enough - although I myself liked it.
I was a bit nervous tho because since I made 8x8 tiles the "window, iron bars" tile is too dense to be able to look through clear enough to see the forest outside. I did not anticipated that when I started the development / made the art...and later I didn't have enough to switch tile size nor I wanted to scrap the 8x8 tiles.
The combat felt a bit confusing but I could beat every enemy I encountered so I definetely did something well :D
The grid movement felt a bit strange. I couldn't really tell how far is the next grid tile. I think it's because the grid cells are too big. When I tried to move to the door - I thought I was 2 cells away at least - and actually it opened the door, I thought it was a glitch at first.
The bazaar didn't really work, regardless of what option I choose on the first page, it brings up the list of characters and I can't seem to access any other menu.
The atmosphere and ambience is spot on. Also the visuals - regardless of AI usage.
The dungeon crawling part was fun and also liked the space shooter suff however the space part felt a bit too hard.
With the controls, the amount and strength of enemies and all the space mines it felt a bit too hardcore to dock the dungeons. I loved the space exploration part by default, even some combat cannot hurt but it felt much-much harder than the actual dungeons and I ended up destroyed by a spacemine I couldn't avoid by manouvering while shooting.
Great work!
Excellent entry!
Didn't expect a project this complex in gameplay :D
I would have liked some more traditional combat system for a DC - probably because I was exhausted and fried mentally - and it was a bit too lenghty for me.
I loved the dice rolling, it's similar to what I've made for my card-battler game some months ago.
Considering how long the jam was this is some incredible effort.
I love low-res retro games so visually your game was spot on for me :D
Artwise, the ambience, textures, basically everything thatg can be considered art is top notch, even had some space-horror feel.
The movement is smooth and the controls are simple, I also liked the puzzles. Altough it wasn't clear for me what I've picked up at the beginning but I guess it was a breathing device,
It wasn't 100% clear at first what are the floppy disks I'm picking up, I thought they are checkpoints, then seeing they are colored it got clear pretty quickly that they are the keys for the doors - with a matching color.
I can get lost in maze-like maps really easily so sometimes I was a bit "scared" I won't find what I need but I managed to play it trough until the end - a small minimap wouldn't have hurt but me myself haven't implemented one for my game, so I accept it :D
Overally it's one of the best submissions taking my personal taste, so good job - even better thinking this is your first Godot game :D
Thanks for playing!
I think a "find your spells by typing" system, maybe hint based, would have been better but I had to settle with this due to time constraints. It's one of the reasons why there is no ingame information about the available spells - nor any kind of main menu.
The missing ENTER was a really annoying bug even for me when I did some last-minute testing.
Items are equiped by default when picking them up. I forgot to write this down in the description :D






























