There is no way to upgrade the buildings.
My god. How do you even come up with something like this. The combination of a pinball game and a roguelike... absolutely incredible. I played through as a wizard, and the way that each of your spells is also targeted with the pinball controls was awesome, but then I went back and checked out the other classes, and saw what you did with the barbarian and the fighter with their abilities that activate on certain pull strengths, and my mind was blown. The only thing I can think of that could improve it would be if you could examine your enemies to see what they did, since rushing your way through killing everything in your path didn't give much room to appreciate the different enemy designs.
Surprisingly compelling for the relatively low amount of content. The dream mechanic is very nice narratively, and seeing the differences in landscape between the desert and the darkness was really cool. I managed to get to drinking the rat, and was about to look around and see if I could do anything with the full set of mushrooms, when I accidentally hit esc to cancel looking and the game closed. You gotta rebind that key man. There were a lot of things that I didn't get to discover the meaning of, and I'm not sure whether the game was full of red herrings or not, but the sense of mystery created from all these seemingly disconnected objects was really awesome. Well done.
Yeah, I was going to add an option to get rid of all the spinning, but it fell off the agenda as time trickled down. Same with the font sizes, probably should have put more time into adding options for that stuff.
Glad you liked the moving sands though, the shifty tile stuff is something I've played around with quite a bit at this point, and I feel it adds a fair bit of movement and fluidity to a genre which is otherwise usually quite static.
Just finished my entry. Scope was a lot smaller this year, so it's feature complete, and (reasonably balanced). I've beaten it at least once, so it is possible.
The premise is that you cast spells by moving in specific patterns, thereby making positioning extremely important. Other than that, there's a bunch of spells and each enemy is fairly unique. As apparent from the gif, there's also some freaky stuff going on with the tiles.
You can grab it here.
Hope you enjoy.
That was awesome. The gravity fed inventory was cool, and the rune combining had a really nice arcane feel to it. The atmosphere was really nice too, the music added that extra touch that made it really feel like a polished product. I also felt like you balanced the rpg vs puzzle aspect really well. Resources were fairly prevalent, so there wasn't any time when I got softlocked or anything, but I still had to think about resources management. I dunno if this was intentional, but I got flooded with a lot of life from the shopkeepers, so I was running low on air a lot, which made me tend to use the attack rune against enemies more than the other runes because I knew I could take the damage and I didn't have the runes to spare. Which was awesome, it's amazing that you managed to fit that much depth into the resource management system.
And holy shit, did you just make an old style blobber (except without the blobing of course)? That's amazing, I thought people didn't do those anymore, bar some notable exceptions.
Pablo beat me to it, but don't worry about it man. Think about what the situation here is. You're worrying that people might have enjoyed your game more than they otherwise might have. To me, this seems a little silly, and kind of misses the point of the whole thing. At the end of the day, we're all just here to make something cool and play some of the cool things that others have made. Though the scoring is nice for feedback and to get an idea of how our game was received, it's not the focused, and is not worth worrying about.
This is of course just my personal opinion, but I'd hope that most people would agree with me. It's possible that this jam is actually a lot more competitive than I thought it was, but based on the comments of the host above, it doesn't look like it.
So yeah, chill, it's fine.
The name really does describe the whole game. The game screams simplicity, with the bi colour artstyle, and the presence of only two mechanics, but what you achieve with that simplicity was really awesome. The only suggestion I would have is variable jump height, there were times when I would jump and only just hit my head on a red block, which was pretty frustrating.
Very nice use of shaders, the whole thing looks really good. The levels were nicely designed, at least the ones that I managed to get through, and for the most part they seemed to require different approaches to solve. The hitboxes were kind of unforgiving though, and it ended up needing more precision than I was willing to put out. The music did make it a lot less frustrating though, but unfortunately I'm not super into techno so it didn't end up carrying me through. Overall cool entry though.
Very impressive art for the time frame. The combo system was cool, but I didn't really see any reason to ever use a light attack, since heavy attacks just seemed better. The enemies also stayed stunned for a long time, which really encouraged me to run in and hit as many people as I could to stop them from attacking back.
Other than that though, a pretty solid entry.
How hardcore are we being about the "pick a 7 day period in your timezone" thing. I'm planning on starting monday, since this weekend is super busy for me, however I'd only really be able to start around 7ishpm, so stopping at midnight sunday would lose me those 19 hours that I would of had if I'd started at the beginning of monday.
That said, because I live in Australia, the itch end of the jam for me is set as the 11th of march, the monday after. Not only that, but for us Aussies the 11th of march is a public holiday. It goes without saying that I'm eyeing this time with more than a little greed in my gaze.
So how serious are people about the 2nd to 10th period. I would of course like the extra time, but I can see that it could be a little unfair if I got what amounts to an entire extra weekend day to work on my game just due to an intricacy of my timezone.
Holy shit man, some of those levels were really god damn hard. I managed to get to level 16 (the chimney one), and that was just too much for me. It's very impressive that you managed to get that many good levels though, and have the game engaging enough to be playable for that long. I think the sound design was a huge part of that, as has been mentioned by other commenters. Overall, it felt really well polished. The only thing that was off was when the guy in the blue shirt didn't get impaled when I accidentally shot him.
Really cool use of the ...icy tower? mechanics (Is that what we're calling those?). The idea of having it drive a conversation was really cool, and it distracted from the conversation enough that I almost didn't catch all of your bread puns. The changing platform types were nice as well, especially given the time limit, though the wrap around platforms kind of broke it a bit.
Thanks man. I find that not many people notice these kinds of philosophical musings, at least in the stuff that I've made, so it's great to hear from someone who did. I've been reading a text by the Dalai Llama recently, so you can see where a lot of the ideas came from. It's always been a great aspiration of mine to have someone really dig into and analyse one of my creations, so thanks for fulfilling that for me.
As for the groundedness of the writing, in the end it really came down to time. Coming back to it, I would spend a lot more time thinking about the writing tweaking it to be much less pretentious.
Did you have to make it so ballbustingly impossible. It was fun though, once I got the hang of the controls and weren't ramming into the walls every five seconds.
I saw what you did with lowering the energy crystal spawn rate when you get deeper. That was evil, but really increased the tension a lot. I managed to get 3 crystals, and almost got the fourth.
The art was very nice, although it's pretty simple, the aesthetic is consistent and it works well. The brawling was fine enough for the time limit, it would of course have been better with more moves/enemies etc, but what can you really ask for in a jam timelimit. The only thing I would have seriously recommended is some score number at the end showing you how many goons you took out.
Very nice animations, art and sound design. It would have been nice if the difficulty ramped up though, I never really had to worry about the slow speed of dragging the sword since I was killing the enemies fast enough anyway.
The writing was also nice, it really added to the mood. One thing that was missing though was an explanation as to why this guy has a sword that gets more powerful when he drags it along the ground. That's pretty weird, it would have been nice to have some explanation of the reason behind that.
Thanks! "Interesting" is definitely a good way of putting it :)
I'm glad you liked the atmosphere too. I was worrying towards the end that it was going to feel unfinished and dull, but I feel it came together pretty well in the end.
Was it difficult because you didn't get which parts of the visitors meant what, or because you did get it, but you weren't sure which pieces would satisfy? I tried to design it such that it would be impossible to beat a level without understanding the body parts it relies on, so it would be nice to know whether I succeeded in that or not.
Once again, I am defeated by a neglected tutorial.
Thoughts did indeed do damage to enemies.
Thanks for the feedback. I really thought I'd put enough contextual help in this time around, but it's good to know that I didn't. Otherwise I would have continued thinking that I'd put enough in.
Really awesome aesthetics and sound design. The whole thing feels really good to play, and the polish definitely shows.
The gameplay was challenging at the start, but it became pretty easy once you have a bunch of cards. Especially if those cards are jumps or boosts. Once I had a deck full of boosts, it wasn't hard to go infinite.
I forgot to do something about the dissonance between standard roguelike melee combat and only having ranged abilities, I probably should have done something about that.
Also, I was hoping that having the contextual stuff show up in the corner would alleviate the control complexity a bit, but I probably should have put more time into the control scheme.
It was fun learning about all the different enemy and scroll types, and their interactions with each other. Would have been cool to see more done with the weapons, as the player only ever gets one sword and one pick. It was also sometimes kind of frustrating getting stuck in a place because your weapons are too large, though there were enough escape scrolls that I never managed to get caught in a stalemate by this. A scroll that rotated weapons could be interesting, to possibly break out of these situations.
Overall, it was a fun experience.
My high score is 28.
Thanks! Originality was indeed the main thing that I was aiming for.
Thanks also for your feedback on the lack of a loss condition, that's one of the things I was playing around with while working on this one, and it also fit the whole skeleton theme really well
Just uploaded a manual and new version that should make the game easier to understand. If you've tried to play it but gotten frustrated at its complexity, now could be a good time to come back and try it again!
I tried it out a while ago, so forgive me if my memory is a bit hazy.
I really liked the idea of being more of an observer rather than an active player in the world, having to skirt around the edges of the map waiting for your taser to charge and avoiding all the big dinosaurs. It was a refreshing change from the usual roguelike formula where the player is the center of the world and everything revolves around them.
Currently the ecosystem extends only to dinosaurs randomly fighting each other, I think, but it was enough to make the world feel alive and active. I think with more complicated interactions, this idea could definitely take on more substance and be fleshed out as a more complicated game.
After receiving wind that I may have overdone it on the complexity, I've just uploaded a manual explaining some of the more confusing aspects of the game. Hopefully this should make it a bit easier to understand :).
I've also uploaded a new version, labelled as post deadline. This version is in all cases identical to the deadline version, it just has a few changes around the place to make some things more intuitive. For instance, the starting help screen is no longer the hardest enemy in the game.
If you've been putting this one off because of its intimidating complexity, or tried it but given up in frustration, feel free to come back and check it out again, now that it actually makes some sense.