Thanks for the nice comment, I'm glad you got into it :)
And you're definitely right, if I developed this game further I'd definitely add an option to buy / sell many with less clicks.
Thanks! I very much appreciate the detailed answer. :)
It's always nice to get the validation that I'm not doing anything wrong. I hope the creator of the original game will feel the same way and won't get mad. Given that they open-sourced their code (which again, I didn't use), I think I can be optimistic.
Honest question - I'm currently working on a game heavily inspired by an existing game, it has similar mechanics but with some new twists, all new art and all new code, would that be considered a "ripoff"? I looked it up and legally game mechanics aren't copyrighted, but still, should that be considered unethical in some way? I think that building on existing ideas is fair game, but am I missing something? I am planning to give credit to the original game within the game itself, and link to it.
I had the same critical bug "Tulenväki Productions" described, so I played the post-jam version, I hope you didn't change anything other than fixing that game-breaking bug, because that would be unfair to the other jammers, rating-wise...
Anyways, presentation-wise, the game looks very good, much better than most jam games.
About the gameplay, as you mentioned it's somewhat similar to my game. It took me a while to figure out how the roll-each-heart-to-check-if-hit mechanic worked, and that the character in the middle of the screen is the opponent and its die-sides, after figuring those things out, I think it's pretty clever. One downside for me is that there really aren't any choices to make accept for the initial choice of "die-sides". I think the game could be more interesting if you could see the upcoming opponent in advance, and build a die specifically to counter that opponent. Also it probably would be an improvement if there were any choices to make during combat.
From a UX perspective, the game is way more communicative than mine, cudos for designing it in a way to that helps intuitively understand what was happening. I was too bogged down in getting the core mechanic to function that I never got around to working on that, but it's super important.
Great feedback! I definitely agree, the interaction with the hose is very confusing and uncommunicative, I also saw the same confusion when I let my colleagues try the game at the office today... I'll probably release a better version after the jam voting is done. Anyways, I'm glad you liked the rest of it :)
I like your usual "no explanations, just figure it out" approach, I think it's the way to go for the best puzzle games, and this one was very interesting. I did end up half guessing the final level, and fully guessing the one before it. I like how the levels themselves are automatically generated, I might try this again in the future.
Pretty nice, reminds me of when Doom 3 came out in 2004 and everyone was making fun of the fact you can't use a flashlight and a gun at the same time in that game, until someone made a "duct-tape mod".
Gameplay is fun, not super challenging. I'm wondering what would take this mechanic to the next level, perhaps enemies with more surprising movements that will make them harder to predict while blind.
Graphics and audio are very neat, really liked the vibe.
Minor bug - shots don't spawn from the gun's position as expected, and might sometimes instantly collide with a nearby wall when spawning unexpectedly below the character, like when aiming to the left.