awesome to see more packs coming out from you!
cool_jim
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Thanks for the feedback!
Yeah... we wish we had more time for more polish. And we did toy around with cross hairs vs none. It was my first attempt at ever working with projectiles and it's a much different challenge vs hitscan weapons. We have received some feedback for a mode that might include health packs and then possibly offer a more extreme mode where you just work with the life you start with.
Agree 100% with you on the skull blast.
Of course! The pacing of the mechanics being introduced felt very good. One thing i've noticed with some other puzzle games is having all mechanics come in blasted from the start. You started simple and used the game to teach.
I'm also happy that you allowed me to "fail" the puzzle as a way of learning as well. With a pretty forgiving "retry" mechanic to get right back into it.
Loved the silly voice sfx for the zombies. Reminded me old warcraft peon/peasant sounds! Also appreciated some good ol fashion necro summoning.
Some of the movement and pacing for zombies was a little slow. Wished I could have more than 1 moving at a time. I think speeding them up would go a long way for gameplay as well.
Look forward to future submissions!
had a lot of fun with this one but I also had to do a little bit of research on how to even played PvZ (and what that even was :)). Once I got ahold of it, game was 10000% more fun. Great 8bit sounds. Love dvisuals. Font a tad hard to read but that does come with the 8bit style territory.. Look forward to the updates on this one.
Puzzles did get challenging pretty quick and was sometimes not sure if I was doing it "right". One puzzle I had to glitch/climb the far left side. Not sure if that was designed that way or if I just cheated past. :)
Regardless, I had fun. I kept pressing "W" to go up from an intuition point of view and felt a tad discombobulated with the controls chosen. Might be able to do a little more polish with that.
With that being said, I really enjoyed the "skin removal" phase change. Very creepy and played well with the necromancer theme!
Not a huge puzzle game person but I had a lot of fun with this. I felt that you progressed very nicely through the difficulty and taught the player how to play while introducing new mechanics. Not saying you should do it for this jam but this would be a great game to play on a mobile device. Be proud of yourself with this one.
Had a lot of fun with this one and started to get deeper into the levels where it was pure chaos (loved that). At first I thought i could go all the way with just the primary attack upgrades but that would have been a bad idea.
Minor critiques with gameplay... I think polish around the interface around the special attacks could really amp this up.
It might have been a string of unlucky parts and going into a direct counter (RNG is still RNG). BUT... I don't think that's bad. Sometimes RNG does not go in your favor.
I actually could see having "1 reroll" of your parts in the play through but that's just a minor nitpick. Keep in mind... I did have a lot of fun playing. Played it longer than others :)
Ahhh yes... the health packet idea. We tossed it around like Void mentioned but just decided to see how it did without. Tried to use death to teach/punish without being too mean. BUT... I do want to play around with the idea a bit. Maybe they get added in with a different difficulty setting? I know we did want to have a menu system for mouse sensitivity/sound levels. I could see us putting in a setting for health / no health paths.
Or you add in a "no health" option once you beat it the first round? TY again for the feedback and kind words!
Appreciate the kind words and like void mentioned, we were toying around with audio queues for the hit... it did get a tad messy... we MIGHT be adding some visual "blinking" or something very subtle to give it a little "crunch"... we... just ran out of time :).
I will look into this once the Jam wraps up though!
Had some fun playing this one. Tutorial almost made it feel too complex but once the game was running it was all good. I do like the idea of the voodoo doll changing impacting the damage type. Very fun to work with that idea. I think if the interface to polish it up you could have something really good.
Had a good amount of fun playing. Reminded me of some of the old lost vikings gameplay.
I think you called out one bug in my game and you might have a similar one in yours! :)
Squished the Necromancer with boxes and when I went out of possession mode I was stuck in a falling motion. I think this might be tied to using things in Godot's animation player and if you're triggering stuff from that (from at least my experience). Or maybe not allowed to do stuff if not on the ground?
Bug aside, still had fun!