this is definitely a pretty cool idea and an interesting mashup of genres, i think the first ways i would improve this is making so the game feels better to play in terms of feel (stuff like tweening animations or generally making animations more responsive and immediate)... the game right now suffers from having not much to really get from the repurposing stage but thats something the dev already knows about and wants to work on after the rating period, but like it would be interesting to see in conjuction to making it so that specific pieces of trash that specific enemies drop give different materials... add a map in the style of FTL or slay the spire and you have a pretty neat roguelike on your hands! definitely a lot of potential for this entry i think
Darling Prometheus
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short but sweet! reminds me of ftl in some aspects. i feel like this game could've been more challenging with generally a little less systems to account for, because i think as it stands it might be a little too easy to accomplish the goal, at least on medium difficulty. the planet graphic is really neat
cute game!! i think if this was continued as a full jam game i'd like it if there were better camera control as well as finer control, both in how you paint + attach stuff to other stuff as well as more paint styles, like something more reflective or generally with a different texture. very cool, though
pretty neat concept, i like the modular style to making your loadout, i think you should try to make enemies spawn from outside of where the camera is because otherwise you get into situations where an enemy spawns right in front of you and you have no time to dodge and just get hit without recourse... i liked the animations a lot, too. good job
this is neat! i like how this looks a lot, although one of the levels the game spit me out on just had labels saying "1star" and "2star" sometimes. i like the concept behind this and i think it could make a really cool game if given more time to bake in the oven. there's some really cool strategies to do with the fact that items don't cost action points to use, but i think making the different skills you get meaningfully more variated than just doing the same thing but having a different 'type' would help with making the game even more interesting. i thought the font was a little hard to read and the text moved maybe a bit too slow, which can be inconvenient for people playing without audio. otherwise great job!
really cool presentation! i think that if the goal is trying to discover what the abilities do as you go the combat resolution should feel quicker and be better telegraphed than just with text, the text goes away too fast and it's hard for me to keep up with what's actually going on and what i did, and the relative lack of animations makes it difficult to understand as well. otherwise neat idea!
interesting concept for the gameplay! it wasn't immediately clear that i was supposed to click on the screen to play the card, i think in a more finished version this should have something like the silhouette of a card on that space when you click a card to look at it. it's an interesting take on the card roguelike that resembles actual card games more than just having cards represent an action a turn. i think the graphics are interesting, also
i watched the vod of you playing and the fact you got one of the two creepy version of the hints early on was kind of sad... made me realize i shouldve made them a lot more sparse, at least early on, because the early hints are actually meant to be useful; you can learn how to bat projectiles away from them and i THINK theres a hint about how to get the true ending. the game didnt lose faith in you - part of the gameboy soul to me has always been games that were tweaked just a little bit too hard, similar to like nes games being like a little bit too unforgiving - and the empty hint twice in a row is also a haunted game effect, not the game running out of hints lol. also, as for the hints, i shouldve made it maybe clearer that theyre meant to be hints for secret collectables that tie into the haunted-ness of the game. i kinda wrote them 2-3 hours before i submitted the project so they're maybe not the best. you need four at the minimum and there are 6 total to get. the second level also isnt the worst that it gets in terms of unforgiving platforming - i believe 3-1 is the level most people have had grief with so far. hope you enjoy the game if you do pick it up after the jam is done and thanks for the play and rating!
The game has a lot of potential to be expanded in interesting ways from this very basic start. Basic is good, it means that you have opportunity for some really engaging emergent gameplay. However the game is held back by its collisions. Presentation is great, as is the music and the fact that it changes depending on the in-game situation. I found myself very frustrated at the end due to the combination of length, unforgiving hitboxes, and the three different paths you're meant to choose at the end that are just a death sentence if you choose (arbitrarily) wrong. A good entry otherwise!
Pretty great and fun game aside from the initial confusion caused by trying to interpret the initial input stuff, otherwise i found the game pretty cool and definitely in the realm of 'timekiller' gameboy game, the kind of stuff youd play on a long car ride. over all pretty good! very clean presentation as well
Very interesting way to go about making a game about the idea of the void - the presentation is very clean, and although the voice acting is a little awkward at points, it ultimately works out very well. The controls feel awkward at times, and i think that the gameplay could be presented in a clearer way, but there's something to the idea that to win the game you have to have the right mentality, that you can't just sit there and reminisce but actually do something to honour those memories, and ultimately, enjoy yourself as you accept the ultimate void. Very interesting, thought provoking entry.
The comic style introduction was really neat! As far as the gameplay goes, it feels pretty neat for a mario & luigi style turn-based action rpg thing, but what i think this misses is a more clear tells for what direction the attack is going to go. Also, there's a bug where i can interrupt a special attack using a regular attack in the middle of it!
Very tight submission. Game reminds me a lot of flash games from the bygone era of early internet - really crunchy gameplay style, but some puzzle solutions feel a little obscure and don't give me that "a-ha!" moment. Otherwise this entry is really fantastic, the sound design is very minimalist but very very satisfying, likewise for the graphics. Doing a lot with very little. Great job!







