super awesome and polished submission, goes CRAZY. level design, enemies, destructible environment, all of it. AWESOME STUFF WOO
chibiininja
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cool stuff, though the readability is a bit difficult since the multiplier value of the slices is based on the light value. also the wording could be better in terms of the enemy "liking" or "disliking" a move. is it better for an enemy to dislike a move? perhaps reword it to "strong or weak against." other than that, cool combat
i liked how you took the Oblivion wheel mechanic and tied it in to more traditional dialogue, made me really think about how I was responding. though, it was a bit difficult to decipher what was considered good or bad feedback. hope you get to continue working on this! great job :)
note: I may have fallen through the floor the first time around, perhaps a misplaced platform or something.
great submission, had to really get into a flow state for entering commands. the sound effects and the little guys are very cute, though they can get a bit annoying after a while. noticed that the saboteurs multiplied when the tutorial screen was up, even though I wasn't playing yet. overall, great job! c:
this entry is great and full of polish. a deck builder with random slices selected from a pool of options that affect damage, shield, hit and crit rate, and enemy and treasure encounters. on top of that, the relics augment the way you approach enemy encounters. great environment art and color palette
thanks for playing! sorry for the wonky camera movement, that's something I will get to after the jam. I can definitely see how Celeste may have influenced my game's design; and while the anti-chamber feel may have come from my lack of art, I will look into the digestibility of antichamber's style as that is another game that I have also played and enjoyed :)







