Glad you enjoyed the concept! We definitely had fun coming up with it all.
Carcabob
Creator of
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I had to speedrun and jump around like a madman in a time loop to do it, but after hours of practice, trial, and error, I SAVED EVERYONE!!
Except the game didn't include Sorrel in the list of people saved after I saved her at the observation deck, and I have NO clue why. After you save them and talk to them, do you have to position them, like, super extra close to the rocket for it to count them?
Is there a special ending if you do get it to count everyone, or is it just everyone's on the list? (If it's the former, I'll try again. If it's the latter, I think I'll just count my efforts as a complete success.)
Man, there are some reaaally precise jumps and timings to get everything positioned just right, but the world building, atmosphere, and challenge makes it is riveting. The sound design is especially amazing. Also love the gags when Alder's talking about fixing the generator.
There were sometimes when I got Wattle his boat and talked to him at the fountain, but he just stayed and jumped around and drowned, but other times he'd leave and climb up to the launch pad. Not sure why he goes only sometimes and stays others...Thankfully didn't happen on my last run when I finally saved Sorrel.
After an hour of much trial and error, I finally figured out how to get the wrench! Then immediately missed a jump and fell into the water :-(
It's a bit brutal how long you have to wait if you die, but there's such a strong vibe here. The sound design is amazing. Definitely want to get to the end and save everyone.
Pretty cool concept. Feels kind of like a story-based speedrunning game, except for the parts where you have to wait for the water to rise. Love the different characters and the worldbuilding with them.
Lots of inconsistent input lag for me, making the elevator climb super rough sometimes. Probably just an issue with my device. But I eventually made it. Now I just have to do it once I have the wrench while outrunning the flood, haha.
Thanks for the feedback!
I've been experiencing the same sticking problem, but only with the web version for some reason. We're working on a patch.
The timer is in the bottom-left corner of the screen. We had a nice UI element we wanted to use but didn't have enough time to actually implement it before the deadline unfortunately...
Glad you enjoyed it!
Ooohhh, what a pleasant surprise!!
A few rules questions:
1. Snomey. Does his ability (a) make another player lose their whole turn (including playing cards), or (b) just prevent them from moving?
2. Mudd-Budd. When you use its ability, can you (a) still play Assist Items on your turn (such as a Sparkle Fruit or Bad Spade) or does it (b) take up your entire turn (as opposed to taking up just the movement part of your turn)?
3. Spray Nozzle. The phrase "defending player" implies this is some sort of Attack Item (though not a "weapon card"). As such, does it (a) require ending your movement on your opponent's space to use it (as if attacking), or can you (b) use it on anyone from anywhere?
Looking forward to playing!
I've been playing the game with family and friends and loving it!
I have some rules questions, though. Can I ask them here?
We've had different interpretations of various rules, and I know we can just use whichever interpretation we like the best, but I'd be interested to know the original design intents, if possible.
== MOVEMENT & TILES ==
1 - ["Landing On"]. What does "land on" mean in the instructions and on cards? (a) "move onto", so you're "landing on" every tile you pass through, or (b) "end your movement on", so you're only "landing on" one tile per turn?
For example, can you pass through players while the key is found, or are you forced to stop and fight? Or can you pass through a chest tile to pick up an item, or do you have to end your turn on the tile to get an item?
2 - [Tunnel Tiles]. Can you keep moving after traveling from one tunnel tile to the other if you have speed left? Or do you have to end your movement on one in order to be moved to the other, thus leaving you without any speed left?
3 - [Slime Tiles]. When it says "an odd number will leave you stuck until your next turn", does that mean you're automatically free on your next turn, or do you have to roll again on all subsequent turns until you're free?
4 - [Surprise Tiles]. When you draw a Surprise Tile, does your turn end even though you're not laying down a Keeyp Tile? Or can you keep moving if you have speed left?
== ITEMS ==
5 - [Assist Item Timing]. Some items like Not an Apple and Chad's Shirt don't specify when you can use them. The instructions say "You can only use one Assist Item per turn", but does that mean your turn, or can you use them anytime during opponent's turns as well?
6 - [Shiny Shield]. What does "reflected" mean? Does their weapon still add to their ATK, or is it nullified?
Additionally, what does "weapon damage" mean? Do they only take damage if they dealt damage to me because their ATK was still higher than my DEF (ie. they dealt 1 damage thanks to the short sword, so they also take 1 damage)? Or does "weapon damage" simply mean the bonus that the weapon grants (ie. a +2 Short Sword means they lose 2 HP)?
7 - [Tasty Shoom & Sparkle Fruit]. If you start the game with 4 HP, can these increase you to 5 or 6? If you start with 6, can you go beyond that? Or is your starting HP also your maximum HP?
== KEEYPLING ABILITIES ==
8 - [Ability Timing]. Some abilities like Wiz Bird's and Hat-Nip's don't specify when to use them. Can you use them anytime, such as in the middle of an opponent's turn? Or only during your own turn?
9 - [Maxwell]. Can you use this only on the target's turn, on your own turn, or anytime? Additionally, do they need to have enough speed left for them to reach you in order to use it, and do they move through traps and such as normal? Or do they basically teleport to you?
10 - [Blue Jazz]. Can you use this anytime during your turn, or only when you finish moving and have an enemy in sight? Also, when you use it, do you stay put and are you immune to the damage if their DEF beats your ATK? Or do you, like, teleport to the target's tile first and continue combat as normal?
11 - [Slip Kid]. Do you use the slide instead of all of your normal movement? Or can you activate it each time you move a tile (so up to twice per turn, since their SPD is 2)?
12 - [Chef Antony]. Does his ability mean you can land on a chest tile to pick up one item, then use your ability to pick up 3 more for a total of 4? Or does it mean you pick up 3 item cards instead of 1?
Thanks for producing such a great game!
I'm fascinated by some of the concepts, but as written, it seems that your stats have no impact on the damage you take. Statistically speaking, the average damage you take will always be 10. Is that intentional, such as to further discourage violence? Or am I misunderstanding something?
https://docs.google.com/spreadsheets/d/1otMBQt5DpHuWFTv6xSOXNoukCl1GbFGVuIoiVI_Q...