Hi McNelly, thank you so much for replying and leaving another review! I'm glad you liked it, it means a lot to me 😊
CCadori
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Hi Stanley, I believe it's a bug you encountered.
What's probably happening is that if the mouse is over an interface, the game prioritizes clicking on the interface. However, there might be a transparent interface border that's giving the impression that the click isn't being registered, resulting in this disabled shooting effect.
I'll check and improve it for the post-release version. Thanks for the review and feedback! 😊
What a fun, slow-paced game!
It's funny how my gameplay style changed as I got richer. First, I was afraid of losing the few skilled dudes working with me. At some point, I was just throwing mid-level characters at quests, because they were cheap to hire.
I'm sad for Armin, though; he was my right-hand man, really a sneaky dude, but got jailed in the last turn. RIP, my friend.
Really, one of the most polished games I tried this jam
I think you did a really great job with audio, game feel, animations, etc.
Also, the game design is top-notch. At some points, I felt the enemies were cheating a bit, like choosing health cards instead of damage ones, when I was low. But that's fine, honestly, having this kind of balancing is impressive by itself in a one-week jam.
Usually, I don't like card games; it's just a personal taste, but this one entertained me for quite a while
Congrats to the team, you did a great job here! Wont surprise me if you get the top1 position!
It's amazing how small experiences can captivate us so much with their atmosphere and storytelling.
I loved this one; I finished the game wishing it were longer so I could continue collecting small pieces of information about this universe.
Congratulations on the game. I hope you do well in the jam!
Technically, the game looks flawless; the sound effects and background music are great, the demon's animations are also excellent, and the dynamics of the card interactions are fantastic. Everything looks incredible!
Unfortunately, I don't understand anything about basic card game mechanics, so it was very difficult for me to understand what was happening as the turns progressed.
At the end, I think I got the idea. You did a great job with the tutorials and written tips.
Congrats to the team, I think if you want to continue developing it further after the jam, you'll have great results!
Hi Vpeter,
I received some feedback regarding that. Some people preferred the resource-collecting mechanics to fighting the enemies. Maybe the game could have an alternative "non-aggressive" path of progression, harvesting upgrades, etc.
And yeah, some places got a bit crowded by enemies. There is even a city on the cold islands (I cant remember the name) where you can be attacked the moment you undock 😅 It's the result of a very, very limited amount of tests, unfortunately.
Thank you for reviewing a game of mine, again! Your reviews are always insightful 😊
Hi, totatodev, thank you for reviewing!
I think that as you progress on the side biomes (desert and cold islands), it gets harder to harvest without being hit here and there, but you are correct, the game is not well-balanced at this point.
Some upgrades are still relevant for harvesting, like damage for destroying ores faster (gold and sapphire, I think, have high health), and speed prevents you from losing falling resources.
But definitely some balance is required to make the game feel more cohesive, and even allow different ways of playing it (e.g. not aggressive to towns).
Thank you again for the detailed review, and the kind words! 😊
Hi Olli, thank you for the review!
Im glad you mentioned the biomes! I wanted to make them even more distinct from each other, but I was running against time, and I have issues with dynamic color palettes 😅
The "police" effect is also cool. When I was on the design table, I planned a mechanic that included cities' defenses, which would remember players' loyalty", but it had to be over-simplified.
Hi, McNelly
Thank you for leaving a detailed review. It is always great to get some constructive feedback!
I agree with most points you mentioned; I think they resulted from a lack of testing. At first, I wanted to make harvesting resources more than just shooting them, so I created the "explosion" effect.
But the result feels more like a shore, especially when you drop 5+ resources.
This is something I will try more in the near future, maybe "pushing" the resources towards the player, and increasing the attraction range? I'm not sure, but I will try to see the results!
Again, thank you for the review 😊
Hey, so, first thing, your game idea is great, and the art direction is even better. I simply love the palette you chose.
Regarding the gameplay, it feels a bit "clunky" to me. Disabling horizontal movement while jumping can feel more "realistic", but it's not very intuitive for a platformer IMO.
A few times I felt input delay, I'm not sure if it's an issue with delta multiplication or just an FPS drop.
That said, the game is fun and really nice looking, congrats to the team!
It's an interesting game, I had fun in the first two levels, the last one was a little too difficult for me (I'm not good at this type of game, so it's fine).
As another review said, having to use Q and go left at the same time, sometimes makes it difficult to maintain control. But I imagine it was easier for those playing with a mouse.
The idea you used for the theme is good, and the changes in the level when returning make the experience more fun! 🚀
Definitely one of the most polished and beautiful games I've seen at a Wild Jam.
The tutorial is clear, the diegetic text worked very well, and the basic game inputs are easy to understand.
The camera changes to highlight points of interest, which is very useful, but I think that at times, it slightly hinders movement. I remember a part of the game where I needed to jump from a high place to get a flame, and right at the edge of that place, there's one of those cameras, which makes the jump quite difficult.
I was wondering about the shrines; what's their purpose? In one of them, I managed to get several flames, in some I didn't find any. Do they all have some?
One thing I really liked is that you learn as you play. In the beginning, I went for the most accessible flames, eventually I learned the techniques of climbing, finding small stops on embankments, etc
Well, that's it, I really enjoyed the experience, congratulations to the team!

Yes, you are correct. Unfortunately, this feature was implemented halfway through the end of the jam, and I (the programmer) didn't have much time to polish it.
It's very hard to run from it, especially if the wind is against your ship.
But I'm glad you managed to have fun still! Thank you for the feedback!
















