Thanks for your detailed feedback! :)
There is an ending for the game, it requires making a "leap of faith" . If you return to where you first spawned, there is a very long bridge you can only find by using Jump. If you Dash off the end of that bridge, you will make it to the final level.
Dan Miller
Creator of
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I am excited about the idea and art style! The movement input is smooth. I was at around the 3rd area when I realized that the "it crumbles when you awake" message indicated I had been healed. I'm not sure I was doing combat correctly, it seemed like if I clicked on an enemy repeatedly they would die without dealing damage to me.
The rift monsters are cool! I enjoyed the snappy movement, but wished that the random encounters were equally snappy. I wonder if the the combat would benefit from the ability to animation cancel, or progress without waiting for the enemy's animation to complete every turn?
I also loved how all of the controls were on WASD. All the control choices felt quite natural.
It took me a hot minute to figure out how to advance through the menus, a simple "Click here to play" or "Press enter to continue" would go a long way! It could be interesting to keep a log of all the hints I've received so far, but on the other hand, remembering these hints is part of the challenge. Congrats on finishing the jam!
The vibes an environment are great for a horror game! I think this could be improved by making the mechanics clearer, and adding a tutorial. You already noticed that the clipboard is hard to see, it took me a while to see the matches too. I wonder if we need to pick up the matches at all, what does picking up a matchbox add to the gameplay?
Cool take on the theme, and great work on the environment!
I really enjoyed playing through this, lots of cool ideas. I felt like each character was well balanced, it seemed like most powerful abilities came with corresponding handicaps. I walked back and forth across the map probably 30-40 times through the whole game!
I think I completed it, I got the favor of all the stars. But there wasn't any end-of-game sequence that I could find
I noticed a few bugs (maybe?) (spoilers follow)
- when in reverse-gravity witch mode, if you switch to another character, the gravity remains reversed
- in the star cavern to the west, my characters started dying after they made the very first jump. unclear why. I completed that route with the angel alone.
- When I got into the buried star cavern before reaching the first above-ground star, my character got stuck and couldn't move
I loooove the theme, the art. the play was very fun. Although it seemed like the "double damage on next turn" didn't work at least once. and when I tried to stack multiple "play another card" cards, it seemed like the effects would not stack after the first card played in the turn. I could have a lot of fun with this
I loooove the theme, the art. the play was very fun. Although it seemed like the "double damage on next turn" didn't work at least once. and when I tried to stack multiple "play another card" cards, it seemed like the effects would not stack after the first card played in the turn. I could have a lot of fun with this
The pieces will only shift if they are "settled", meaning they have fallen through the board as far as they can. We didn't want the game to work like tetris where you can have theoretically complete control over where the pieces land, so this is what we ended up with.
There are some interesting effects in the game as a consequence of this! Try moving a stack of pieces all the way to the edge of the board, squishing the stack against a falling token
Thanks for playing!
The lo-fi style is so pleasing to play around with, and the restricted camera keeps things interesting! I was spending a good amount of time trying to figure out how the mind of the snake works 🧠
Only point of frustration was movement stopping as soon as I collided with an edge. I lost a few times due to getting stuck on an edge, my first thought was that I would have like to slide along the edge instead