Sadly, we made it not extremely obvious that you can move to the right. I should have add a big blinking arrow like you have in double dragon...
daid
Creator of
Recent community posts
You should add the controls listed somewhere. I'm not sure what they are, I can jump with W, but also with the UP key, and they do different things...
It's also tiny (what's this, a platform game for ants?). But, overall, looks like decent experience, and there is sound and music that both fit. So job well done!
Amazing. Love the graphics, gameplay is fast passed which I like. Collision boxes of some hazards like spikes feel a bit unfair at times. There is an odd bug where you can wall jump of a left wall continuously.
Ship controls are only wasd while player controls are both wasd and arrows, which is a bit odd.
I've already mentioned the jumping mechanic feeling off for me on discord. And after you explained it and I tried again, sorry, it still feels off. The camera movement is also a bit chaotic, giving me slight nausea. But, the graphics, sound, level design, all good. The configured window size for the web build is bigger then my screen, so that's a bit problematic.
Still, very solid game!
The game seems to start on the wrong screen, so you cannot see your player, if you keep pressing left and jump it will eventually "fix" itself.
Sound effects could use a bit of work. Some music would have helped. Jumping is a bit stiff while walking is a bit floaty. Lost interest about half way in the 2nd stage, due to too many "walk of the edge of a platform and then jump up to the next one" which is a fun challenge once or twice, but felt like 20 times in a row at some point.
At about 20% of the level I reach I point where I'm stuck, I cannot make any of the jumps. You head sometimes bumps the bottom of platforms sooner then I would expect.
Overal: Great experience. It's got all the important things, sound, music, responsive controls, tension due to the sun and cloud attacks. A bit of joke with the cloths as health. You can be proud of yourself.
Controlling two characters that they combine is definitely a concept that you could expand on. Right now it's a bit bare-bones. I like the art, but it is tiny on my screen, no idea if that is an engine limitation or a deliberate choice.
I liked that the head "stage" is actually the same stage upside down, that was a fun "aha!" moment.
Oh, I hear you. The initial plan was to put more effort into more types of attacks, and various advantages/disadvantages. But time pressure caused us to shift tactics on what to implement. Madam Materia did great on the sprites and story, so my main priority became to make sure all those made it into the game.
The "def" part is working as intended, the displaying of terrain info just isn't as clear. Being on terrain just gives a bonus to defense, but when planning an attack, it doesn't update this bottom line to show the (adjusted) defense of the target. And flying units just never get this bonus, but if you attack from a flying unit to something in mountains, the unit in the mountains still gets a defense bonus.
If you grab the windows version, you actually can discover that a lot of this is data driven and can be adjusted from text files. There is actually also an editor, but I disabled that for the jam release. You can find that here: https://daid.eu/8bit/TrialsOfOlympus.html if you want to create your own custom challenge ;-)
I added the end-turn menu the last day while also doing the last two maps. So I'm not that surprised there are some usability issues with it :)
I thought I fixed the 12 labours text, but I guess I didn't... the zeus charm was an issue. Due to how I setup the charm messages, I had no way to split those into two parts and didn't see an obvious way to cut it down to size. It was getting late, I had to submit to the jam. So while we knew, it was left in like that. BUT does show how engaged people where with the game if they encountered that ;-) as it's very late in the game.
The win screen has sort of the same thing, I found the game would semi-crash if you finished the last map, so I quickly put in another unwinnable map at the end and wrapped it up. It would have been better to switch to a credits roll, but, simply didn't have the time&energy to set that up anymore.
Yes, the game is easy. That was also a bit intentional. It's hard to balance game jam games, so I balanced on the side of easy to people can at least enjoy all the content. You can make it harder if you go on a murder spree instead of charming all gods ;-)
General tip on the collision, you want your "hitboxes" to be smaller then your sprites, so if your sprites are 16x16 pixels, don't be afraid to have 8x8 pixel hitboxes. It will feel a lot more fair on the players. Right now I think they are the same size as the sprites.
Love the artwork, greatly done! Movement also feels proper, and the double jump animation is on point. I can see a lot of love went into making this.
Also love the fake boxart, we should have thought of that...
Smaller levels would definitely put more strain on your level generation, but, as an upside, it's most likely easier to calculate if a level is solvable. Your maps are 50x35 tiles I think. You can compare them to the ones of my entry, where each map is only 16x16 tiles, and I'm very happy with how those turned out.
I like the looks. Am I correct in that there are just 2 rooms or am I missing something obvious?
Not sure if I'm a fan of the mechanics. While energy turn based gameplay can be fun, it's now mixed with a limited visibility, which causes you to lose energy to just observe the environment.
I also had a weird issue where [space] would sometimes end my turn and sometimes not, not sure what was up with that...
Congratz on tackling procedural generation! It can be a tough nut to crack. I did get an unwinnable situation on the 4th level I think.
As criticism, I would make the levels smaller/tighter. That would in turn make the graphics stand out more and would create more focused puzzles. Some different enemy types would also spice things up. But, overall, a dungeon crawler puzzler with static enemies can definitely work as a game.
Love the art. Like the gameplay. Level design could definitely use more variety. Also, you might want to add that you can move in the direction where there is "void", so you need to be a bit more careful with what you press or you die. You can now sort of brute force it by just mashing buttons.
I also ran into the bug where you phase trough a wall, I think it happens if you have some "slowdown" glitch where the framerate drops due to reasons outside of your control. No idea if that helps in understanding why it happens.
I totally expected someone to go this way with the two button diversifier, just cycling between normal controls and selecting those. However... it doesn't play very well.
But, I do applaud you for trying! If we never take risks we never discover hidden gems, and only get carbon copies of existing games.
It started off a bit slow, but I'm very glad I stuck with it, the later levels are really fun, and add some twist mechanics! Puzzle games are never easy to make in a jam, and this is a well done entry, levels add enough twists to not get boring. Art is simple but works well. Controls feel right, never felt like the game made my lose instead of my own bad movement.















