This brings back memories of late nights playing games on the SICK 🥲
dsmiller95
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The parallel to upgrading decisions is something I hadn't thought about, good point. In SAP each upgrade asks you to evaluate a relatively small delta in both board composition and strength - Gamblin Gladiators asks you to evaluate a small delta in board strength but a large delta in composition. Is 2x Swords and a Cleric going to win VS 2x Mages and a Thief? They could potentially end up in a tie depending on the details. Thanks for playing!!
Beautiful, I love the art. The slime animations are particularly juicy! I found some of the platforming to be finicky, although it got much easier when I realized that I was far too afraid of the slimes. Once I became OK with taking on a few slimes here and there, the game got much easier. It was very satisfying to get past the pipe platforming section. The boss fight went pretty quick once I got there on my 5th playthrough :)
We discovered the problem behind this, unfortunately our game has a memory leak! The game can render approximately 200k frames before reaching this point. It will be fixed as soon as we can publish updates to the game, but in the meantime, if you have a worse computer you can run the game on it will take longer to crash :D
Interesting idea, a production game where waves of enemies are literal waves. Not very interesting in its current form, but has some potential. I think it would be more interesting if there were ways to interact with the waves in unique ways. Like being able to deflect waves, or blocking multiple lanes of waves, or placing different units farther out vs closer in to the shore
this is a really cool idea. I loved navigating around the perlin storms. at one point I was able to trade out one plane for another on the landing pad. For the most part I just piloted one plane at a time, since I had to make some tight corners with them.
I think it would be more fun if there was a more crisp line between storm and not-storm, so that it would sometimes be safe to leave a plane out in the open. Or larger spaces between storms, so that it would be (sometimes) feasible to send a plan off in a long line
This was so fun. lovely art, after I lost the first time I realized how the game was supposed to work: bank up enough resources and food to be able to survive. put the most valuable buildings higher up. I made it through 17 levels! I was initially unsure how I felt about the ruins left behind, but they made building choices that much more interesting. really cool, well done
what a beautiful game!! I love Alba. Just the right length, I felt pain when I had to go back a long distance to the last cheeckpoint, which put the pressure on even harder. I think it would be nice if the timer paused while dialog was up, although maybe this was a design choice? Either make it there in time and skip a bunch of dialog, or listen to your friend :')
I'm not a big player of platformers, for me this is it very difficult. I wasn't able to get past the climbing wall with the coffee. I enjoyed the art and concept, am sad that I didn't get to see the rest of the game?
Edit: came back after seeing a comment of yours which indicated that I could dash upwards. it would be helpful to call this out in the game description! I was able to make it through the whole game. I messed up a few times because the wind made me face to the left when I wasn't actively holding down the right arrow key
the gameplay was quite confusing. at one point both mines and farms were mentioned? I wasn't sure how, or if, I was meant to build or capture those somehow. I tried capturing the blue tiles with yellow houses(?) on them, but ended up destroying the houses :(
I think the game concept is interesting! I'd like to see what a 2-player version felt like. Or a version which doesn't allow me to completely remove any path back to my castle!
The size of the map and amount of content is impressive for a jam, however the polish is quite lacking. it was kind of fun when I realized I could cast the fire spell at infinite fire rate, but it also rendered all combat moot from that point. I think this could've been more fun if more time was spent focusing on polishing a much smaller area, such as the starter dungeon. Rather than creating such a large map with different characters, assets, and abilities.
It took me a bit to realize that the best strategy was to let the barricades get destroyed and focus on getting a good gun. The leaderboard at the end tempts me to try to do better, though. Edit: came back to it, realized that uzi is OP once it gets upgraded to be a 1-shot-KO. I figure I could have gone on forever, had enough health to tank everything
This is a fun delivery mission game. The beginning was pretty confusing, I ended up exploring the whole level first to figure out where I was supposed to go. From there I had a good time figuring out that I could skip a lot of the level by jumping over a fence! Once I has mapped out the level, it was fun to navigate around. I didn't see a score listed at the end, but I was able to get all 4 cubes through.
I would have liked to have a "put down" option, several times I walked up under an umbrella and tried to drop the cube, only to have it fly out from under me and take some rain damage. Also, when I stood under an umbrella holding a cube, it still got wet. perhaps this was intentional?









