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diversant329

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A member registered Sep 03, 2023 · View creator page →

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Thank you for the feedback! We're glad you liked the concept of elements and rune combinations.

You're totally right. Once you figure out the core logic and solve the riddles, there isn't much surpises left. But from another perspective, that doesn't stop hundreds of digital and board games from being loved and replayed a lot, even if each session follows the same basic loop! :D

Thanks for playing and for taking the time to leave a comment!

Glad it helped! :)

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I really love the variety of skills! :) Here is a bit of constructive feedback to help make it even better:

  1. Audio: The music feels a bit repetitive after a while, so a bit more variety or a longer track loop would do wonders for the pacing.
  2. Combat & Game Feel: The attack animations and their impact feel a bit out of sync. For example, the enemy starts dying before there is any visual feedback from the dog.
  3. Hitboxes & VFX: Some enemies die even when they are visually outside the area where the visual effects occur. This makes it quite hard for the player to read what the actual hit zone looks like. I'd highly recommend ensuring that the edge of the hit zone perfectly matches the edge of the visual effect, and that the visual speed matches the exact moment the enemy takes damage.

Overall, it's a very promising project. Great job! 

Thank you for the feedback and for pointing this out! We are glad you found the game tidy and working smoothly otherwise.

That 1920x1200 resolution issue is a good catch. Since our canvas scaler or panel anchors didn't handle the 16:10 aspect ratio correctly on full screen and clipped the edges.

We will jump into the UI settings and review the layouts settings to support 16:10 screens properly. Thanks for playing and for helping us spot this technical bug! 🔮🛡️

Thank you so much! We are happy to hear that you enjoyed the puzzle. Thanks for playing and for the awesome support! ✨

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You did mention the arrows in the rules, true. But reading about 8 separate sentences just to understand basic controls in a brand-new game - not lore, not special mechanics, just moving things around - is usually a bit too much for people. Players tend to just scan it quickly and think, "Okay, it's just controls, nothing complicated, I've been playing games for years," only to end up completely blindsided by one of the most unconventional keymaps ever! 😂

It really comes down to either having a proper in-game tutorial or sticking to a more standardized layout. WASD has been the absolute gaming standard for decades now, and there’s a good reason for it: ergonomics, hand placement, and easy access to surrounding keys. (google if you curious to know more)

As for the arrow keys? Usually, modern PC gamers only touch them if they are completely new to computers and don't know WASD exists, or if they are playing an old-school retro game from an era before WASD became the golden standard.

Glad you took the feedback so well, it’s all part of the fun process! 🚀🎮
Sun joke is a good one :D

It has a very interesting idea, I really loved the concept!

However, I would recommend a few quality-of-life changes:

  1. Controls: Initially, the QWERT controls felt very counter-intuitive for rotating left/right/up/down.
    1. Update: I couldn't solve the first puzzle until I realized you actually need to move the cubes with the arrow keys - that was a total game-changer!
    2. Suggestion: I’d highly recommend using WASD to move the cubes (arrows for movement feel a bit outdated nowadays). Then, you could use the arrow keys (or another WASD-like cluster on the right side) for rotation, and Q / E for camera rotation. This layout would feel completely natural and instantly intuitive for modern PC gamers, drastically simplifying the controls.
  2. Onboarding: A short tutorial or a simple rules screen with screenshots would do wonders to help players grasp the core mechanics and controls much faster on their first run.
  3. Visuals & Accessibility: Since the game relies heavily on colors, it can be hard to notice when a side matches, especially for colorblind players - I mean the same color looks differently for matched and notmatched side and some colors are very close to each other. Instead of changing the color of the object, you could make the connecting line light up/become more vivid. Also, the sun reflection on the materials is a bit too intense - from certain angles, it completely washes out the colors. Since this is a pure logic puzzle rather than a 3D platformer, you don't really need to imitate realistic sunlight physics. Keeping it clean and readable is key here.

Overall, great job on the entry! Keep it up! 🧩🚀

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Cool game! Excellent direct theme implementation. Music is good and not distracting, while sound effects are really fun! Did anyone really score 1 000 000? or 750k?)

Wow, thank you so much for taking the time to write such a deep, detailed, and incredibly constructive review! Even though this isn't your preferred genre, your feedback is pure gold for us as developers.

You hit the nail on the head regarding the UI readability. We’ve been wrestling with that brown background vs. element colors issue, and your suggestion about adding a black stroke to the text elements is cool - we will look into implementing that (or some alternative) to save everyone's eyesight! (It is our first game and we didnt realize how different people will read different colors, how different monitors will render it. We tried to make color coding to much popular color schemes use for different elements, but it is not always give that clear text as we wish. For me personally red location text is most unclear, while other texts and colors are smth from "fine" through "good" to "okayish")

Regarding the audio: it's funny you mentioned the hover and click SFX. We actually debated adding them internally! We were worried that constant clicking noises might get annoying or distracting while players are deep in thought trying to deduce the runes. But your feedback proves that we just need to find the right balance - maybe something very soft, organic, and non-intrusive to make the UI feel more responsive without breaking the concentration.

Adding some subtle UI animations and making that blue forge fire flicker in the background are also fantastic ideas to make the environment feel more alive.

Thank you again for your critical thinking, your amazing suggestions, and for not sleeping on our project! This means a lot to our team! 🔮🛡️

Wow, finding all 6 runes correctly is a massive achievement! To be completely honest, you did better than some of us on the dev team during final testing! 😂

Hearing that you played a lot, pushed through the challenge, and felt the game was well-made means the world to us. Thank you so much for outsmarting Loki and for such an incredible boost of motivation! ✨

Thank you so much! Reading that you managed to help the warriors win their fights puts a huge smile on our faces! ⚔️

We are thrilled that you enjoyed the mechanics, art, and sound. Making sure that the victory feels rewarding was really important to us. Thanks for playing and for such a lovely comment! ✨

Thank you so much! Don't worry at all, deduction games are meant to be played at a steady, thoughtful pace - you are definitely not slow, Loki is just being a proper trickster! 🧙‍♂️

We are so happy that you enjoyed the art and the overall vibe of the game. Thanks for playing and for taking the time to leave your feedback! ✨

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Sounds like great plans ahead! Good luck with it :) 
As creators of the game with not small amount of text in English that is not native for us as well - we know how it feels :D
The good part about English - it need much less manipulation with words based on the gender and case than our Languages! In our cases that allowed random generation of texts disregard of all such details. The only thing to care - plural singular. And looks like our monsters still in singular, lol 

Thanks for trying our game! We so happy to know people had fun with it :)
And you know, that is a great idea - I didnt think we could add quick rules there! I do it now.

Wow! The story is crazy good! A typical German guy saying his English is not good and then writing an excellent story with high-level vocabulary :) The music and aesthetics - everything is in harmony.

It would also be cool to add more visuals — some occasional art of what the hero sees, how someone looks, etc. Some interactivity would also be a nice spice for a text game! And maybe some sound effects to add depth to the events described in the text.

I would love to play the full release.

P.S. Please add an option to select German — I'm curious if I'm still able to read it :D

Thank you so much for the support! 

It seems like "takes a bit to understand, but a lot of fun once it clicks" is our ultimate compliment for this jam! 😂 We are so glad you stuck with it and enjoyed the challenge of the puzzle.

We definitely need to fix the onboarding with a proper tutorial in the future, but hearing that you had a blast means the world to us. Thanks for playing! 🔮✨

Thank you so much for the kind words! We are thrilled to hear that the visuals, music, and sounds worked together to create the right atmosphere for you. ✨

It’s incredibly rewarding to know that once the mechanics clicked, you had a lot of fun playing! And yes, the tutorial is our #1 priority for the post-jam version - we definitely want to make that initial steps much smoother for future players.

Thanks for pushing through the confusion and for playing our game! 🛡️🔮

Even knowing the whole code behind - it still makes me think :D

Thank you so much! Haha, don't worry, even as the developers, we managed to blow up a few heroes during our own playtests!

We are thrilled that you enjoyed the story and found the difficulty challenging in a fun way. Balancing the deduction logic so it feels punishing but fair was a big goal for us. Thanks for playing and for the awesome comment! 🔮🧙‍♂️

Wish you the best luck and success!

Sounds reasonable. 
Defintely quantity is not the same as quality. So far we have good amount of nice comments that makes us happy and give food for thoughts, some suggestions. So what else game devs may wish at game jam :)

I realy love the aesthetics - dark theme, bloom. Looks really cool!
Sad could not try at full scale because didnt expect it is coop. As everyone I read comments only afterwards)

Simple, but fun! Please, add more shapes and change this music! :D
And one more idea: if the thing is not smiling - you should not connect, but attack or turn into protective form) some things may be always not smiling, other may switch periodically.

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Really cool pixel metroidvania! And not only because I love this genre, but because I loved atmoshere and concept of head detaching. Some ideas to consider - MORE parts to find,connect,replace to give you extra powers - temporary or constant!  And a bit more sounds would help to feel the level more. 

P.S. Seems you have a bug - if you die (lets say when you detach you head, miss the text how to teleport your head and accidentally roll to the deep down :D), then you respawn at first checkpoint and detaching stop working.

Thank you so much! It’s awesome to hear that you got the hang of the mechanics smoothly. We spent a lot of time trying to balance those dialog boxes so they would give the right mix of fun lore + clues to allow deduction element, so reading your comment is super rewarding. Thanks for playing and for the kind words! 🛡️📜

Thank you for playing! It seems like "difficult at first, but really fun once it clicks" is the official motto of our game jam run! 😂

We are incredibly happy that you found it addicting. We'll definitely want to smooth out the starting experience with a proper tutorial in the future. Thanks for the support! ✨

Thank you so much! Hearing that the game gives you that "just one more try" feeling is the absolute best compliment we could ever receive! ❤️

We wanted to make the experimentation process feel magical and rewarding, so we're thrilled you had fun with the combinations. Thanks for playing and for such an awesome boost of motivation! 🧙‍♂️🔮

Thank you for playing and for the feedback! You are completely right - a proper in-game tutorial is at the top of our priority list for the post-jam version to make that initial learning curve much smoother. Super glad you found the concept unique and interesting despite the rough start!

My personal reviews are a bit of a mixed bag because:

  1. I lacked the time to devote enough attention to everyone.
  2. Not all games trigger deep commentary. You play one, and you suddenly have a lot to say; you play another, and it’s fun, but you don't have many suggestions, so you just leave 1–2 sentences.
  3. (I was reviewing some of the games while half-asleep, so I could only judge whether I liked them and what exactly caught my eye :D) And to share good constructive criticism you need special inspiration and energy.

However, I tried to do a better job with the ratings themselves - scoring every aspect as accurately as possible.

I think the whole system is a bit flawed. There are so many games, and your visibility depends mainly on people replying to your reviews. If you don't have a job and can just review games all day, your game will likely get much more exposure than the game of someone who works full-time. I’ve personally seen games with tons of reviews that left me feeling mixed, while other games had barely any ratings (or just low ratings) but looked amazing and really impressed me.

Not to mention the heavy subjectivity. What does a 5-star rating for mechanics or aesthetics even mean? We all compare things to our own ideals and past experiences, so the final results can be questionable. I believe the winners will still be great, but it’s highly possible there are equally good games that just lacked ratings or were unlucky enough to be reviewed by people who simply don't like that genre.

Idk, it's just my first game jam, so I'm still figuring out how it all works :)

Anyway, the best achievement is that we all made a game. Some of us might even evolve our projects into full Steam releases. Others will make their next games even better. And some will probably keep doing jams just for fun with no serious intent. But we are all doing what we love - making games. And other people are playing them. :)

That is the dating instructions I missed in my teen age! :D

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Great vibe! Was scary)
Just fix that irritating repeating sound that you can hear in every corner of the house :) 

Hi Everyone!
Thanks for participating, I could not respond earlier - was limited by itchio, forced to wait hours to post any new comment.

Thank you so much! "Blind logical deduction with runes" is actually a perfect way to describe what we were aiming for! We're so glad you found it creative and had fun playing it. Thanks for the support and for noticing the hard work! 🛡️✨

Hope you enjoyed it :)

Thank you! Yeah, we definitely need to work on a proper in-game tutorial to clear up that initial confusion. We're super happy that you pushed through and had fun once it clicked! Thanks for playing! 🔮

Great puzzle platformer! I love the paper drawing style :) 

Thank you so much! We're thrilled that you enjoyed both the medieval fantasy vibe and the deduction mechanics. Merging those two elements was one of our main goals for the jam.

Thanks for playing and supporting us! 🛡️🔮

Wow, thank you so much for such high praise! Reading this completely made our day! ✨

You are 100% right about the UI. Condensing the information and replacing text chunks with clear visual icons is exactly what we need to do. It’s a brilliant point about saving on localization too - definitely taking note of that for the future!

Hearing that you see Steam potential in our core mechanic means the world to us. We’re actually looking into expanding the features and polishing it up for a full version.

Thanks for playing and for the amazing feedback, mate! Good luck with your project as well! 🚀🎮

Thank you for the honest and detailed feedback!

You hit the nail on the head. Since this was made for a short game jam, we couldn't fit in a proper in-game tutorial, and the scope was kept quite simple.

For the future full version, we are definitely want to improve the replayability issue. Maybe  more complex rune combinations, dynamic modifiers, trick events from Loki, etc so the puzzle stays fresh and challenging every time.

Glad you enjoyed the fantasy aesthetics and the music vibe! Thanks for playing! 🛠️🧙‍♂️

Thank you! And dont worry about comments. I'm trying my best to play and rate as many games as possible, though I'm still working on my commenting skills! :( 

With so many unique entries in the jam, it's always a challenge to give each game enough time to fully analyze everything and leave a truly deep review. But I'm glad we both had a chance to play each other games :)