Thanks! Glad you enjoyed it :)
awesson
Creator of
Recent community posts
Unfortunately I'm not sure I understood exactly what to do in regards to going to sleep. I kept killing the monsters and then realizing my time had run out (would be nice if there was a sound effect when it was close to ending). When swapping to the other characters I could sleep sometimes and even once put the "main" character to sleep as another character, but I wasn't able to get them to sleep all at the same time :/
The game is intriguing enough that I tried a few times and want to know more!
Thanks for playing and for the comment! Yes, the controls and feedback definitely didn't get the love we wanted to give it.
If you want to try again, my advice would be to move straight up while holding the required item and have the sprite stuck against the top of the bag. Then wait until the hero is a few steps away from the beam of light to drop the item and move to the side or back down (the item doesn't actually drop until you move off of the place you dropped it). The item will slowly fall, but it takes a few seconds for it to fall out of the top two rows (this is the area where the hero's hand can pick up items).
Nice idea. The sound effects and music really sold the tension! But I feel like the gameplay didn't live up to that tension. I mostly didn't think about the big giant foot and I wasn't clear if I needed to be worried while in a building?
The lack of contrast on the building colors/textures made it a bit difficult to maneuver around as well. But I like the take on the theme for sure!
Thanks for trying to play! Glad you like the art!
You give the hero the item by dropping it in the top two rows (and middle 3 columns) just before the hero will grab for it, which is marked by the beam of light. You need to move off the square after pressing drop for the item to actually drop. Sorry it’s all very unclear!
I'm jealous that you had time to make the francs and paper have physics :p
Great game! In the beginning levels I felt like I could make some strategic decisions. By the last two though, the best strategy seemed to be to spam the 3-for-1 nukes with as much precision as possible and hope for the best. Maybe I was missing something?
Regardless of the spamming, I enjoyed it a lot! Congrats
Fun concept and the exposition is great! Difficult game though :P The assets are all pretty high quality and the indications for where the dangers are and are going were a nice touch.
The sunami was a bit much to deal with right off the bat though. Would be nice with a bit more gradual increase in difficulty and maybe a bit more foresight (to allow for planning ahead before the danger is already dangerous).
Nice work!
Simple and fun - great jam game! And great sounds :)
I wonder if you tried a version where the screen shows the whole play area? It felt a bit strange to not be able to see everything (like I feel like is the case with most bullet hells).
I loved how the balls would collide and destroy each other. So much chaos!
For the first few seconds I thought it was dull and simple, but it turns out it was just a well done tutorial. After that I was hooked. Great job!
One small nit would be to make the moment when the item is "consumed" be a bit more obvious with some visual. As it is, it can be easy to think an item you know you sent into the hearth has already been counted and leave an item on the belt that shouldn't need to be there.
This could easily be a successful mobile game.
Fits the theme so well! I like the idea of combing the elements and changing yours.
I'm not sure I understand what happens when both elements are the same - it seemed to do something different each time. It might be nice to have a way to bring up a menu that shows all the weaknesses and affinities in a grid.
After a round or two I feel like I had seen it all. Would be interested to see what new twists or additions could be added to make different enemies feel unique/varied (besides just more health). I think there's a lot of promise in the core idea! :)
I like the idea! But the puzzle itself ends up being too complex to really think ahead and plan and I found myself just guessing and checking a lot and by level 5 lost interest. I wonder if there's a way to make it a bit easier to grok. Maybe rendering shadow versions of the cubes to show where they could be if you rotate or something like that?