Hey. I just checked back on you to see where you landed on the rankings. #65 for story is a really good spot, but if you look at your raw score for it, you're tied for the #3 place! I think you guys deserve it. The story telling in your game was so good.
Boomuroom
Creator of
Recent community posts
Surprisingly good game for how low it is ranked on the list. As Color Optimist said, it could use with a little love in the map/maze length area. I played all the way through to the end. I was not able the read the last text as I slid in to the final zone, so that was a little sad.
I'd say the combat was a weak point in this game. It was not very engaging and only one room felt challenging. I understand with such a small time limit that it is very difficult to get so many systems working. It is just something I think needs looking at in your touched-up version you mentioned working on.
Atmosphere and the story telling were very Diablo 1 and I loved it. The poems through out the levels read very much like the tomes in Diablo. The music was perfect to set the atmosphere. I enjoyed the swapping between story-mode and combat-mode navigations and the trickling in of the story.
I do think the spinning blade traps were a bit annoying. The level that ends with them ended up getting me right at the end several times because I couldn't tell where they were. It would also be nice if diagonal movement was parallel to the diagonals of the floor.
Overall, I really enjoyed this game a lot and I look forward to seeing your enhanced version.
Thanks for playing. The campaign was really rushed, so it is definitely not our best work. If you'd like to try some more challenging levels there are a few on the Custom Levels section which are better. I like Lobster_Johnson's level and Secret Storage. They both fit the core idea we were aiming for with the game.
Hi. Thanks for playing.
I'm glad you liked the pipes. That's a new skill I picked up specifically for this jam. I'm a total beginner with Blender, but I figured I could map two UV channels to represent "how far is this point from the start point of the pipe" for each entry point on the pipe, then use that value in the shader to fill in the pipe from whichever end was receiving water.
I think that was the weak point in this game for sure. The level editor ate so much development time that the few levels that did make it in were finished just before the deadline. I guess I'll need to team up with another developer for more ambitious projects on such a short deadline.
If you'd like to try a few more I submitted some to the custom levels after turning in the game. I like how Secret Storage came out. It feels the most like what I was aiming for with the game. Lobster_Johnson's level also captures the feeling I was looking for as well.
I took a week off work to do this and put all my free time into it. It still ended up taking the first 7.5 days to get those working (and still slightly buggy). That's part of why I'm so light on actual game content. Sorry!
I will give itch credit for carrying part of the heavy load. I use their authentication to verify users, so I don't have to do all the account creation work.
I hope you enjoyed playing!
Thanks for playing. Faster gun is definitely the way to. I ran a bit short on time for building levels, so it isn't really well balanced. But, if you want to give a go at it, the level editor is there for you. All the same pieces and you can configure them to be fast guns or slow guns, tanky peasants or puny peasants.
Beep boop
I think you might be being held back by using Scratch. I know it's easy to get started in, but it makes getting into more advanced techniques more difficult. That said, getting something like this working in Scratch is impressive! I think you could improve your game with a few tweaks.
- Change the dash to be done over a short period of time such as 0.2 seconds instead of instant. Seeing the character move will make the game feel smoother and less disorienting after a dash.
- Fix responsiveness of the character controller. Sometimes when you switch directions your character won't change their facing for about 1/2 a second. The delay feels weird. It might just be a Scratch thing, but I'm not sure. Also the attack sometimes won't go off and there's not any feedback as to why.
I think you would benefit to pick up Unity or Godot. They are both free to get started with. The initial learning curve will be rough, but once you get over it many things will become much easier to implement. Keep up the good work.
This was amazing! The bosses were all interesting, intuitive, and creative. The gimmick with the health bar was cool and I would love to see it expanded on if you were to work on it more. The art was nice and I liked the character designs they were simple yet cool. The music felt right at place it never was in the way of immersion while adding to the game.
Really nice use of the theme. This was a fun little puzzle game. I think there is a missing collider on the first platform that you jump up to. I fell through the bone pile and ended up inside the platform. At that point I think you are stuck and have to change channels and fall through and die. Either that or there's a hidden secret that I wasn't smart enough to find. :)
Great work!
I am impressed at how much you got done in the jam. Three mini games is no small feat. The enemy projectiles on the first one did not seem to work except for the blue enemies. I also ran into an issue on Gold Digger where I paused the game then returned to it. I was able to move the character during the pause screen. Once it resumed the blocks passed me by and stopped spawning which left me just standing on an empty arena.
Those issues did not stop me from enjoying your games though. I really enjoyed Gold Digger. It felt like it had the most depth (pun intended). I also liked the use of the TV as a means of simulating an arcade. Very clever idea.
Hi. Thank you for the feedback. Those things could definitely use more love. The other bar is a "sickness" meter. Eating candy fills it up and it drains slowly over time. Once it is full every candy you eat can make you sick. Once that happens you are slowed, cannot run, and your energy regeneration stops. I had a full-screen effect to show it instead of a resource bar, but I found that doesn't work on the web build and I didn't have time to figure out how to solve that. Oops.




