The puzzle design was phenomenal. Very well-developed idea, with multiple iterations that build on each other. I enjoyed it, thanks for making it.
DungeonsandDadJokes
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Thanks, I had to remove it because the first time I submitted it, it was broken and unplayable. I fixed that by reuploading it with an earlier build version without the broken cutscene introduction in it. I just tested it, and it technically works now, though there are two or three bugs in it that were fixed in the last round of changes that I had to revert, but having the game be playable with small bugs is better than no small bugs but one big one that makes it unplayable past the very beginning, lol.
While the art and music were good and the story was very well thought out and written (couple typos, but that's normal for a game jam), the thing that stood out the most to me was the combat system. I haven't ever seen anything like that before, and I really enjoyed it; I had a lot of fun trying to max out the use of the guard system, especially toward the end. I'm the kind of person who really enjoys getting all the lore, and to me it felt a little slow at the start, like due to the story all coming from dialogue, the writing was necessarily a little front heavy, however it still resulted in a really strong and engaging story. Which was paced well with the combat interspersed between and the party makeup changes all felt really good timing-wise. Overall, I had fun, thanks for making it. :)
The art and music are really great and work together with the story's tone to cement the whole game's vibe really well; a very strong identity for this game. I like how unique your combat looks and feels. The only improvement to it I can think of would be when they are bracing for defense or defending an ally if there was some kind of tell for the player to see that, like an animation or a status icon or something to let the player have more easily informed decisions in battle. I have not fully finished playing yet, working on collecting 9, but what I have seen so far is a really strong story intro and well-developed theming with solid pacing. Looking forward to playing the rest, thanks for making it. :)
This game has so much story to it, I am really enjoying all the lore. This game has so much character too, all of the art really helps the game stand out. I haven't finished all of this submission, but I'm saving it and looking forward to more. I'll let you know what I think of the full thing when I finish, but for now, I've thoroughly enjoyed it, thanks for making it. :)
A fun little story, I really enjoyed the changes in perspective where you get to experience part of the story through another character's eyes. That was very unique and imaginative. I also enjoyed how it felt to find the clues you hid and use them; seeing them before needing them, and then remembering and implementing them felt natural and well put together. A few moments felt a little less fun, specifically the back and forth felt good in the moment I remembered the ladder and realized what to do, but the travel back to it felt a bit long and empty. I thought the idea of optional extras was pretty neat too. Overall, I had fun, thanks for making it. :)
I thoroughly enjoyed the puzzles and the different mechanics. I finished the game in about 10-15 minutes. Very clever and well designed. I think that a low hum or some kind of audio feedback for the lasers would be a good bit of polish. I also really liked the lasers that worked when not a certain number but didn't realize that at first, perhaps using a different color for those lasers might have made that a bit more obvious? I hope you continue to expand the game and add more levels, they are very good. The pacing was such that each time a new mechanic was added, it didn't feel overwhelming, but focused on the new thing and I was able to figure it out with trial and error. I'm sure you probably already thought of this too but maybe you could add a level selection screen for the final version?
The Midas Minute by DungeonsandDadJokes (itch.io)
If this isn't too late I'd like to still submit. If not, that's fine, I learned a lot from this project and it was fun.
I appreciate the kind words, this is my first actual jam attempt. I didn't plan my time well plus I had real life get in the way of my planned time for finishing up this week. I almost missed the submission deadline even, but submitted it even though it wasn't finished rather than miss it. I'm very aware of the problem with the forest map as it stands, I'll definitely fix that by giving the ability to actually learn the secret trick (three exits exist so far, but they are hidden by shadows that don't belong) for the forest map, and also try to tune down the world map encounter rate for the next update. While I'm at it, I plan to actually give dialogue to the characters in the towns lol. I can update it after the 10 day period for voting right?
My youngest son (about to be 10) got a high score of 229, his feedback: "It was a lot of fun and after a while it got so big that it was like a maze. I stopped playing at around 175 though just to see how much farther it would go on its own." He also said that the bars were less helpful the farther he got because he was always so close to the red line.
I enjoyed puzzling this out, best score I had was 19 but I lost when extra people hit my growing platform without being ready with enough food and housing. I didn't pull them but it connected all the same. Perhaps if you had a pole as well with the ability to push away planks you didn't want? Or if you had the ability to switch to a paddle to maneuver your growing flotilla to reach a different area or far away planks? Either way, great job!






