mysterious and ominous
awptikal
Creator of
Recent community posts
this is a fun interpretation of the theme, i never thought about letting the player split up into smaller guys. you executed it well and it's satisfying to think of different ways to make the slimes work together.
the levels are quite large which is great for providing a feeling of exploration. in the larger ones, a way to zoom out would be helpful, to be able to plan for upcoming obstacles.
the art of the environment and the ui really sells the atmosphere of a village at night. the clouds going by and the firelit torches are nice touches. it was really fun upgrading and building up an army in between attacks.
during the first runs, i couldn't grasp the harvesting system. the countdown creates a sense of urgency so i kept moving the villagers around after they appeared to absorb the resources that pop up, and before they had a chance to finish processing it. which didn't allow me to accumulate enough to buy soldiers before the first wave.
things got better when i figured out each area has a max number of villager slots and i can leave them in their area to do their thing. the army i ended up with was really overpowered but felt rewarding watching them win. great game!
thanks for reviewing and spending the time to play, it helps improve the design. you're right about the difficulty spike, it needs balancing and intermediate levels that teach certain patterns. level 13 and 14 both take 7 moves to solve, that seems to be when the difficulty gets out of hand without guiding the player to that level.
good idea about the t-shirts, i hope i can add more types and polish their design in the future
this one hooked me. major points for originality and a simple gameplay loop that delivers the experience of making pottery. during some moments, i wished there was a way to shape more than one area at once, but it didn't detract from the fun. like the others said, more feedback on the controls would help but it's understandable for a short game jam game.


