Interesting concept, I good overall platforming design but also a lot of backtracking in some circumstances.
Calamador
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This game had a wonderful retro aesthetic! I really enjoyed how your minigames tied to a larger game loop. I was always hesitant to roll a die for fear that I would be sent somewhere where I would loose sanity. In my playthrough I ended up not using any of the optional dice but I also may have gotten lucky.
The sheer amount of minigames you were able to pack into this is impressive! Well done adding so much variety. It felt like playing a more sinister Mario party.
I did have some issue with the menus in that the help tab should be toggleable rather than on a timer, sometimes I was midway through reading something and the menu would disappear on me and also it would have been nice to have access to the help menu when at a crossroads cause that's when I wanted to know what I was gonna land on the most haha.
Neat game! I like the concept of having curses which you can then inflict on enemies, makes it so really nasty curses can be beneficial as well as harmful for an interesting tradeoff. Also great job making a tutorial! Lots of games in the jam would benefit from having those in the game (including mine) haha.
Neat game! I like the idea of having a unique gimmick for each level! Only issue I had was a few of the traps I had to brute force my way through running into spikes and just respawning till I found their location by smashing my face into em haha.
On the plus side this game has one of the most beautiful skyboxes I've seen! Well done with the stars and graphics very cool aesthetic!
Nice idea! Definitely gives me flappy bird vibes. I also like the idea for the ability to become slimmer with the spacebar to fit through tight spaces but there also wasn't a limit on that so I just held it forever haha. Would have appreciated an infinite shoot option as my finger started getting tired from constantly clicking.
Also good job with the procedural generation on the cave systems! Its always cool to have games that are different when you open them up again.
Yeah I think there are probably advanced ways I could predict the line with math given that I know the exact location and velocity of the ball and wind doesn't exist but for the purposes of the Jam I just went with the ghost ball haha. Mostly cause I didn't know how raytracing works (This is my first game in Godot outside of a quick tutorial) Thanks for the advice on drawing a line with Line2D I'll definitely keep that in mind for future projects!
Thanks for playing and leaving a review!
ah yeah that's intentional, the way this game works the fire dynamically moves itself up when treasure is completely removed. If you don't have treasure to destroy you can get more from the shop, but beware the treasure is cursed haha. You win the game by buying your freedom from the shop for 100 money.
Also I'll try out raycasts in the future! I'm rather new to Godot so I kinda just went with what I knew for the guide. Thanks for the suggestion!
Amazing entry! Appreciate the rebindable controls and opening cutscene. Lots of polish on this entry overall, great graphics and I love the idea of cursed treasure that augments your gameplay in such a clear and impactful way. The level felt so easy on the way down but the addition of those gold blocks and the boss make it so much more tense! Also the procedural generation is so well done!
Thanks for taking a look! Yeah I'll have to try and get a tutorial in the game next time. I actually wrote lots of bits of the tutorial after the jam ended haha. This is my first time trying Godot out so I have a lot to add for my next entry. Sound and Tutorials are definitely up there. I might actually try and take a page out of your game. The textless pictograms for tutorials were really nice and intuitive.