Recent community posts
I really liked this game! It was a lot more fun to play than I'd expected.
The player side of me wishes that I could rotate the pieces so that I could stack better.
The dev side of me says that not being able to do so makes the game more challenging and fits the theme better.
I've never laughed so hard at not being able to get 4 points.
I understand other reviewers perspective of nerfing the rng a little bit, but I also recommend leaving the as-is mode in as like a "hard-core" difficulty.
I love this. Excellent entry.
I really enjoyed this game!!! Super fun and fits the theme very well. My only recommendation would be to make it a little more hectic/shorter by either decreasing the amount of lives or ramping up the speed of game submission faster :)
I liked the ideas behind the mechanics! The growth aspect of the game didn't come across very "uncontrollable" but that's fine, everyone interprets the theme differently :).
I think mapping the controls so that you can move while using abilities would've been a little more user-friendly. Maybe making certain actions context-dependent so that you could reuse buttons and reduce the number of controls required to play.
Great art, sound, and music!
I liked the wit and jokes in the phrases. I think the controls could be polished a little better. I also found phrases switching while i was in the middle of them and got confused about what was going on in game.
Note: If you tried the game earlier and found that the player was scaling WAY too fast, I've patched a bug where the player would scale up faster than intended on high framerate monitors. If you download the new runnable, it should scale as it was meant to now :)
I have an idea for a game i'd like to create during this jam. it would require me to simulate surround sound in stereo which should be fine for the four cardinal directions, but I'm not sure how to go about simulating noise behind the player. Any ideas?
Note: I have not started on any code at this point; this is purely brainstorming and discussion :)
I am currently working on adding procedural generation to make the terrain have more variation.
Having there be no consequences is a good point, though there is no way to have the user find the treasures without finding the clues by missing them in the first place. Also have a random traps would kind of take away from the whole reverse minesweeper thing, as you could just as easily find a trap as a find a trap, which would be unbelievably frustrating.
Perhaps I could add in a move threshhold of some sort. I am also working on adding in unique treasures that the player can find. Maybe there is a target number of max moves to beat in order to unlock treasures the user hasn't found yet?
Good stuff to think about!
Thanks for your feedback!