The tiles would be too small. You can scroll the dungeon by dragging outside of it
Christian Nava
Creator of
Recent community posts
Fair, there wasnt a lot of time to add more explanation to stuff beyond the tutorial popup that people have to click on. I didn't want to break the flow but I could have opened it on first playthrough.
It does sound like you got the gist of it though, so apparently it was enough feedback despite the initial confusion so that's good
Ah! I did not see the currency, I thought I kept only having 5 pts (last run's score). I re-played and got to see more of the game. I like the incremental upgrades. Only speed+jump is limiting though, they almost go hand in hand because you dont really want to jump higher when you can jump longer (speed). I wish I had something to help me with the BS penguin spawn combos that are impossible to dodge. Or give me an option to float while midair or something. Good stuff for a jam !
Fun tetris-based game -- I liked the goal of the game and adding mechanics to make it harder to get to the position you wanted. However, I do think there is a 'gap' in the design.... as my optimum strategy was to just throw away anything that wasnt the I or square block away. If there was a mechanic to discourage waste it would make it more compelling
AI scene is a bit out there haha. Not my taste, but might be for others. I don't like that it was the most "polished" thing in the game since it's just a video you play at the start. It does set the scene for the game but I could not get a grip of the mechanics or goal even though I spent a good amount of time trying out the duplication. I think the elf mechanic can be a good basis for puzzle platforming, but I don't think it was executed well enough in either the mechanic or level design. Core concept has promise but needed more time in the oven to cook for this scope of game
I like the Dispatch-style gameplay, but unlike that game, I felt like there was no good 'choices' to make. I'm sure the stats mattered for stuff, but it was overwhelming amount of shops and money that I basically just sent anyone anywhere. I didn't feel like the gameplay mechanics were explained enough through feedback to the player. The core Dispatch-style is there though, I'm sure you could recycle this and add more to make a real game out of it!
I posted a bit more on my devlog, but Bezi helped me code some things to help me create the levels. For example, I didn't manually place the bushes, speed boosts, and mud puddles. It created a little tool where I could put values and it would generate the worlds. It also created buttons on each planet where I could add/remove and shift them all together (closer to planet, away from planet, etc). Lastly, it made the audiomanager for me because I ran out of time and it did it in like 2 minutes :O
I posted a bit more on my devlog, but Bezi helped me code some things to help me create the levels. For example, I didn't manually place the bushes, speed boosts, and mud puddles. It created a little tool where I could put values and it would generate the worlds. It also created buttons on each planet where I could add/remove and shift them all together (closer to planet, away from planet, etc). Lastly, it made the audiomanager for me because I ran out of time and it did it in like 2 minutes :O
Cute little control schema. After a few tries I realized my game plan was to just keep both as close together (stacked) as possible so I could just aim with mouse. I think it's more fun when they are separated though. Maybe add a mechanic where power increases with distance apart? And add more enemy types, maybe some that require hitting from one side :D









