Wall jump. I was planning on showing a path back and forth on the wall but it completely slipped my mind.
Brandon JS Lea
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Really came together with the dual use of the grapple points, had some great sequences there. I did think the float was a little stiff though, just sure why but it felt a bit unresponsive going from float to dash.
Not sure if the dash was sonic inspired but it does bring up an interesting possibility of a momentum based metroidvania.
Yeah I'm still working on it, a lot of things I had to just leave for the jam submission knowing they were unpolished.
The idea of having the prompt to attack appear after all dice are rolled is interesting to bring up though. My goal with putting it mid turn is to have the player kind of have to bet on how well things are going? "I've got a 6 RN, is that good enough to heal or should I risk leaving it til next turn" is the kind of thing I'm wanting to see. With the current game, there's also additional spells you can cast EG one to reroll the dice or rotate them each 90^. On one hand, I like that it taking place mid turn forces the player to make bets and predictions about how well they'll do, but on the other I do think you're right about it breaking pace a bit, it also feels quite arbitrary.
Couple of things:
- Would be really nice if hovering over reroll told you it costs, at first I thought it was basically a button to cheat, equivalent to save summing or something, then when i did use it I didn't notice my gold was gone and lost as a result.
- I find damage confusing. Like I think the red number is damage, but then why does the archer description give mention to doing 1 damage up front and not the other dude? Shouldn't it be "+1" since it already deals 1 by default?
Hi, I'm usually design and programming but wanted to change things up.
You can see some of my art here:
Brandon JS Lea (@BrandonJSLea1) / Twitter
Ideally looking for someone with a bit of experience. Happy to take part in the design process.
I'm not doing pixel art, hand drawn instead.
Thanks, I appreciate it.
The enemy isn't the same rules, it's an idea I toyed with but stayed simple for the jam. In future I love the idea of having more human opponents as bosses or whatever that would appeal to the wheel. However, you can't see their intent and instead have to decipher it based on animations/dialogue ect.
As for not doing 8 damage, I believe it's an occasional bug.
Really want to like this game, it's a cool core mechanic, but once you lose the starting momentum to a random offscreen physics quirk, unless I'm missing something you're screwed. I really enjoyed getting into the swing but it needed something so it wasn't so random and wasn't so repetitive. I get the intention to have momentum be something hard earned but I don't think the solution was this little control.
Also, going from two to three climbers didn't change anything as far as I can tell. Again perhaps I'm missing something?
Though it blends a bit with the orange enemies, I really like the yellow lights in the background aesthetic.
I'm torn on the core mechanic cos on one hand it's a bit tricksy to use in a way that doesn't flow too well, on the other there's definitely something conceptually satisfying about it if that makes any sense. Like, there's a coolness factor, perhaps to having multiple components or having the projectiles transform of something.
I think the oddity of the game is how that idea clashes with flow. EG, having to stop to aim to shoot backwards at the dude, it requires too much focus relative. Perhaps if a wave was shot backwards?
Never really understood the build-up bullets, though switching between the other 3 attacks was interesting enough.
Perhaps some kind of explosion attack that can damage you as well would be interesting?
Edit: Oh, thought. Did you consider having shooting the enemies being the trigger for the effects instead? Obvs it would be quite a different game but it might flow better.
Quite easy, it's a shame no more stages really pushed it. On the below stage I thought at one point to go out the top of the top right one then drop down to the bottom right w/o charging; turned out much simpler than all that (though I still liked this puzzle for sure).
It would have been nice to see some more out the box thinking like that. Since you're so conditioned to operate inside this tile mode, when I did have to use the platforming nature of the game it really lead to an "AH" moment that's hard to pull off in puzzle games.
Overall though pretty cool. Was the style inspired by Stuffed Wombat at all?
Didn't even bother to program in minesweeper, smh
Seriously though, this was great. Only criticism is maybe the things you do were spread a bit thin but given a jam that's to be expected.
Perhaps if this were to be taken further pacing could be more varied. If you look at something like cook serve delicious, it has 2 rush hour periods that are frantic before the game slows down again and I think this game could benefit from something more chaotic like that.
Could easily see this game winning the jam.
Really enjoyed this one. Making snake a more deep strategic game with units is really interesting, and if things are getting dull the splitting makes sure that doesn't last.
Biggest issue is probably that it seems impossible to lose. Not getting hit when you've only one part is too easy. Just adding a timer to beat the stage may have helped.
Also the 3 unit types seem to basically act the same as far as I can tell.
Really nice art style. Some more detail to help convey purpose, particularly on enemies, would help, but it's still nice to look at thanks to the childish artstyle.
Overall, liked it.
Few things getting in the way of enjoying this sadly. For one the crackling. Another is the text isn't displaying properly on upgrades. I'm sure I could read it in full screen but pressing escape exists me out of full screen before affecting the menu.
When I died and lost all my progress something about it felt incredibly unfair. Perhaps because half the damage I took was early on from just trying to figure out the mechanics, the idea of slowly mining at blocks again just to get back to that point sounds dull.
Also not a fan of how I have to buy upgrades I'm not interested in just to unlock ones I may want. Like, the idea of having to buy information is interesting. It becomes less interesting when it's not a choice. Surely the appeal of something like this is the strategy of what to buy.
I do like the art and atmosphere.
Nice loop the games got going, pixel art looks really good also.
Few things if you're looking for feedback:
The critical warning seems really inconsistent, like 1 time it was all shaking and "critical" when I still had 1/4 left, another time I'll have less and there won't be any warning.
Balance seems off. I brought a fuel upgrade almost instantly but refuelling costs so much I never got past 1 bar, felt like I screwed myself over massively for making 1 experimental purchase.
I died instantly and have no idea how. I went from full hp to 0, I didn't even look like I was caught in the explosion. When I respawned I wasn't really clear on how much progress I'd been set back.
Hi, the ending period was displayed for 2PM though when I went to submit at 1:30, it seems to have already closed?
I started on the 10th so I'm still well within the 5 day period.
Whilst my game isn't as complete as I wanted (no sound), it's functional enough that I would still like people to see it so it doesn't feel like a waste of 5 days.
If there's still a way I'll go ahead and export it and upload it, but it seems to have closed early?
Really well polished visually but I was heavily confused on a lot of elements, like why I can't swap with some enemies or what role the side icons play. The energy system was also quite confusing, I figured my turn was up when I ran out of energy, having it reset by emptying it was quite unintuitive.
As far as I can tell there's also no way to reread the tutorial. Perhaps I'm just dumb but there's no way I can internalise a wall of text when I haven't played the game to contextualise it. I opened the game page in another tab an now it's not showing up.