Very hard to figure out initially, but the concept was interesting enough to carry me through the level. The dancing sprite off in the corner added a lot of charm and character. Great work!
Mr. Buffelvatten
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Very well done! The gameplay was very intuitive and immediately obvious. Just took me a while I need a helmet if I'm craving pomegranate seeds. Wonderful graphics, sound and music. Controls were so fluid and the hitboxes felt perfect. It was very satisfying being able to slither so smoothly between obstacles
A solid proof of concept! I love kobolds and being able to fight for rather than against them was a real treat. There is potential for a great positioning-based strategy game here. This game would be really great if developed further. Character sprites looked very nice and readable, and the controls were quick to learn. Great work!
Wonderful game! I had alot of fun trying out different builds. The one I had the most success with was a single strong knight with a bunch of healers backing it up. Archer focus was very difficult for me to get to work, but they were still very useful in a mixed force. The animations of the characters were very clear and pleasing to watch, and the sound effects effectively conveyed what was going on. Great fun! Nice work!
Great art, sound and gameplay concept! The orb firing was slightly misaligned with the charging orb, making it hard to plan where your shots would end up. In spite of this, I had lots of fun. The punchy sound effects along with the animations made it very satisfying to see the orb fly around and beautify the level. It wasn't clear to me if I could encourage butterflies to spawn or not. Sometimes I got lots of them, which really helps in beating the level. Other times I didn't get any at all. Great job yall! This would be a great candidate for further development after the jam concludes. I imagine you could come up with some really interesting levels and puzzles to solve
Challenging, yet calming. Seemed impossible at first, but with some practice (and upgrades), diving deeper and deeper became quite the adventure. The longest I made it was a depth of 150-something I think. The music was excellent, and the lil bunny character very charming! The thrust mechanic worked very consistently throughout my playthrough, it didn't feel finicky at all. Thus, every mistake made felt like it was my own fault for not having had enough practice. Great work yall!
Very satisfying shooting mechanics! It was nice having to decide between shooting enemies and picking up money. To that effect, I think its actually good that the money hitbox was a little on the smaller side, so you couldn't get them all too quickly. Well done! I felt a little bad when it turned out I was the bad guy all along :(
Some real creativity on display here! Loved how diverse the roster of characters was, while still feeling cohesive. None of them even felt out of place in the space setting. Unfortunately for me, the game was very laggy even from the first race. Mostly, this meant I wasn't able to win a single race, but I could tell all the parts were in place for a solid racing experience. The lil minimap made it look very professional. Great job!
Loved seeing the lil guy roll around in there. Is he suffering, or enjoying it, or simply doing his job? Unfortunately I was unable to have any parts of the code revealed, even after gathering all the pickups. Perhaps, I misunderstood how it was supposed to work? Either way, nice job! That mysterious music really tied the theme together!
Thank you so much for playing and leaving feedback! I honestly struggled alot to find a balance between impossibly difficult and too easy. I definitely wouldve loved to add even more expensive things to buy once those cadavers really start adding up in the late game. I think around night 15 is when the amount of rats maxes out, so well done for getting that far :D
