It's not that hard. The key is just that thight bend helps red while the rest helps blue. For the two last level, I may got a bit of luck or intuition to measure them out. ;)
BouncyTurtle
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Could you let me know when and how it happened? That would really help me track down the issue.
Unfortunately it happened without a specific event to be remembered, but I think I lost one or two times (the time to understand how it works), then I started by summoning two statues by accident, and the game last very long, I reach eight units on my side. When the error happened, a grey pop-up from the browser appeared, with lot of unreadable text. It's a pop-up I already saw a lot of times. So maybe it's just the web embedding.
I tried to play again the demo to get the error again but even reaching ten units on my side or trying to last as long as possible, I didn't.
Hope it helps.
Il y a quelques petits problèmes selon moi :
- Il n'y a aucun moyen de faire pause, et rien pour attendre avant de commencer le jeu au tout début.
- Le temps ne s'arrête pas quand on est sur la page des upgrades, ce qui est pressant.
- Le bouton pour gagner après 7 jours, qui est grisé quand il pleut, fonctionne en fait quand même. J'ai cliqué dessus la première fois et j'ai gagné... Mais c'est peut-être ça le secret ?
- A la fin il y a trop de clics à faire, c'est fatiguant pour la main. Je pense que des upgrades qui aident à déclencher les feux (et aussi à les lancer tout en augmentant leur niveau) auraient été bien, que ce soit une forme de déclenchement automatique ou une souris plus "puissante" (e.g. plus grande zone, une trace qui déclenche aussi).
En petits détails :
- Je dois avouer que l'histoire saute un peu vite. On comprends mais j'aurais bien vu une étape intermédiaire, ou juste une phrase en plus, disant qu'on en a fait notre métier car on était fasciné.
- Le score a trop de chiffres pour être lisible quand il est grand, il faudrait par exemple des espaces ou l'abréger.
Mais sinon les effets des feux d'artifice sont jolis, et leur son est jouissif. :)
Looks super fun but... I feel like it's more the computer that has fun. It can make simple combos I can't, doesn't have blue bar costs it seems and can do special move instantly while I have to press the buttons in order and it's hard to make it work when going fast.
The only time I won was giving up the combos just to use light and heavy attacks at the right timing... but then at the third and last round it becomes even stronger,
I feel like you created something fun but that I can barely reach, rather just watch. :/ Will still rate 4 stars for the hard and funny work.
I always like this kind of game! :)
There is some optimisation strategy, but I don't think there is any miracle technique, so in order to balance maybe you could make computer battle itself a lot of times and count the wins! You can make the computer use different strategy to test, and then even see how much thinking instead of playing random can have an effect.
Also it would be great to at least have the height in meters shown too.
Easily won at the second run. Upgrading gold mine starts some kind of chain reaction, because it's exponential (multiplied each turn). Maths are needed here to balance things.
Maybe instead of a +1 upgrade for gold mines, just a chance to get a +1 on a gold mine to start smaller for example?
I feel there is a base for something cool. Maybe add more choices to the map exploration? For now it's just choosing between gold, attack or health. And the position in space has no use for now, it almost just like a tree you explore.
Finally I really don't understand why moving around the camera is on the inconvenient middle mouse button while the right click is freely available.
I liked it but I feel I missed the true experience. Charging power and airlock just kept me so busy I had no idea what was happening besides, I didn't have time to look. After winning I still have no idea what are the Shielding, Engine, Authorization and Override module for. Worse, it looked like the Override is bad and just opens the airlock?!
The Power module seemed to lose charge faster once upgraded, and to open airlock once it have no charge, so I ended up buying all the upgrades first without understanding what the description were talking about, then, after reaching stability, I tried to understand the rest of the game, played some minigame and won just spamming Navigation module. The computer questions were funny. ^^
I guess the player was expected to look at the other modules before buying more upgrades, but upgrades are just easier and faster to do first with the promise of stability :/
I don't understand. When I lose it always says "Enemies Potted: 0" while I pushed some of them in the holes. I understood that I must avoid to destroy the houses but it looks like it's actually just a joke of the lore, and anyway it's too hard not to crush them accidentally. I have no idea what is the gray icon under your coins, a compass?
But the idea is funny. :)
Also the speed difference of your ball for different bar level feels a bit too sharp, unless maybe it's just the max speed that is so fast it feels sharp, but that's just a feeling. But I think there is some room to make the 'speed' more juicy. Or maybe I was just playing too small to avoid the houses so it felt too fast...
I already found the ghost waiting technique, but during that time you still have constraints on where to move, which often lead you to more constraints, and finally a dead end. It did save me sometimes, but as you also gather more enemies around during that time. For what I experienced, it didn't save me that often and sometimes you even lose more hearts at the end
It's nice and cute but... The challenge is not very satisfying. Buying items is necessary as the enemies become quickly stronger, so you have to explore, to collect coins, but sometimes you just can't avoid being trapped. The enemies are smart and wait for you while they are close and on the same square color. That way they become a constraint on up to two directions on four total. Some more constraints, which easily happens, and you have to lose a heart. So with bad luck you lose heart over time, while spending time exploring is necessary. At the end I feel like I have to try repeatedly until some good luck let me go further than usual...
...but controling the two rats needs a constant focus which costs energy and becomes more tiring than challenging over a long time :/
Bonjour, j'ai une question par rapport à cette règle :
3. RESSOURCES/ASSETS
Elles doivent être créées durant la jam, vous ne pouvez pas vous servir de ressources déjà existantes.
- Qu'en est-il des résultats de générateurs ? Que ce soit l'IA générative mais aussi ces générateurs simples qui tirent au sort pour dessiner les contours des pièces d'un donjon par exemple ?
- Qu'en est-il des ressources intégrées à un logiciel de dessin ? Par exemple un motif d'herbe ou juste un tampon en forme d'étoile ?
First try: I was super lost about how to play, lost a lot of card thinking you play them by dragging them on the hero... but strangely that just destroy the card? ô_O Some other weird details made the game not enjoyable
Second try: I understood how to play. I get used to the weird details to focus on strategy so I finally enjoyed the game. :) Somehow got 95 armor at end thanks to the starting relic so I almost one-shooted the boss with knight ability lol
Maybe some kind of tutorial/example tiny dungeon to help a new player?
What I call weird details:
- That a free slot is needed to play some ressource card on the field, especially gold. I don't even see how could a player want to first get the gold in hand before playing it
- The hunger bar, health bar etc. are important and you need to always check them, but they are so tiny and the number are tilted while there is so much space to make them more easily readable!
It's just my personnal thoughts I give if it can help because I finally like the game :)
Then what about that turtle can dig up, but the camera don't follow up so you can just go in the visible cells above? And if it is not powerful enough, some other power along with swapping tile instead of digging, so it explains why he doesn't fall after digging because he doesn't let an already dig trail?
When I saw the flying turtle Caelo I tought that digging up would be his power. ^^ I also tried to click the clouds at the start as I searched how to unlock him, given his update description. I expected maybe a turtle-shaped cloud then... I wonder if I am the only one who tried that. ^^"
Awesome! The design is very delightful, the mecanic is simple and funny. I love how the last example world explains things.
And I am impressed how well it works despite the many possible combinations!
The only thing I miss is another way to move the camera than the
middle mouse button, as that button scrolls on the page at the same time.