Hahaha thanks so much for putting yourself through that and leaving a review!
I also found it quite hard and was unsure, but I guess because I know how much harder it was before, I am not so terrible anymore! 😂
I really loved the message, but the delivery could do with some sanding.
Despite the platforming getting me down, I had a lovely time listening to the recordings (listening, because on web it is just a black screen).
The purity behind the parable here is really sweet.
Great job, it is a very thoughtful experience!
I really loved the aesthetic, art music and all!
I just could not figure out if I was supposed to click, mash buttons, do something else?
The swarms are pretty intimidating, and with the camera flying out of the rooms, I kept being surprised to find myself not dead, but also not sure what just happened!
I think there is a lot of charm here, and I would be keen to see the original idea realised.
Good job with your creation, it is really cute!
Oh man, I felt so bad, since the art is so cute, it feels like I’m hunting kids/babies!
I think there is an interesting idea here, and the bit that made it in the end are already pretty fun. I loved watching the target realise I can see them and then run off in the opposite direction!
Good job with finishing and submitting!
That intro had me sooo keen for the game to start - smashing work!
I was very confused when I got into the game though, not least because my inputs seemed to have no effect, and there was no animation or noise or anything.
I could see feedback when I was being hit, and creatures would eventually die, but I could only guess if I was having any effect on them at all.
I think you have amazing aesthetic, but would have loved to see the basics get more love and care.
Good job overall though! This was really cool!
Oh man, the duality of needing to pew-pew into the sky, but the ground keeps hurting me randomly based on patterns I do not see because I am looking up? Brutal.
I think you have definitely got an interesting idea here, I just wish it started off a little easier, and clearer in game that the timer relates to the ground. From the start you are essentially looking up, so it is a weird shift.
I did have fun though, shifting between run & gun to jump & gun…
Good job, really interesting idea!
Oh my goodness the chaos…
I went in blind, letting the game teach me with a lot of trial and error, I eventually got the hang of things, and navigating is a pain but possible. Email says only one task has to be done twice? Imagine my surprise…
That was a lot of fun, albeit in a strangely masochistic way.
I only had one major bug, where I would not be able to rotate full 360 after a while. Pausing and unpacking seemed to fix it for some reason!
Great job, that launch timer absolutely made me more anxious than any other game thusfar!
That was very enjoyable despite not being finished! Loving the music and aesthetic.
I’m terrified to think what mental gymnastics I would have to do if you did finish it, the last actual level had some interesting calculations to do!
Good job*** with what you managed to make, it is a game after all!
Man the amount of times I died between waves because I forgot to keep my core warm…
Really well made, with the Kenney visuals really working well in this minimal setup!
I found myself playing “just one more” quite a bit, due to it being so quick to get into the good stuff…
Great job, this is really nice!
This was pretty interesting, and though I survived, I am not sure at what cost… It feels so rough deciding to leave people behind, capacity is a pain
Very cool take on the theme, and pretty well executed! The atmosphere is solid, the aesthetic very interesting and the, uhm, people?, are very… Unsettling.
Even when I trusted, or found out they were normal, I was never quite sure…
You hit that part pretty well. Great job!
Dang, why did I have to be Jeremy?
Man, this is another level - polished and all, it will give me nightmares for sure. Never has a simple captcha answering premise felt soooo damn stressful!
Really good job with the entire design, visuals and audio and all come together super cleanly to deliver an absolutely brutal experience!
The only things I would comment on is:
All in all, fantastic entry, brilliantly done. Great job!
It is unfortunate that you did not get to spend as much time as you wanted, as there is a real nugget in there!
I like the interesting duality between dice that have slightly better moves (but limited lifetime) against a traditional chess board & pieces.
It is a little hard to follow, with it not being traditionally turn-based (not being sure how many moves the opponent can make) and it felt a bit like a free for all in the end.
Despite that, I think I can see what you were aiming for, and I would like to try it again in the future if you do decide to work on it further!
Good job with what you did achieve though!
Thanks so much for the detailed review!
I agree, this is way more challenging than I expected, and a couple of times I wondered if humanity had strayed too far… (It will not help at all to inform you that this was a gradual increase in difficulty - I would love for you to experience the later levels in comparison! =P)
There actually is controller support, but we redesigned parts of the mechanics to make it easier (I know it does not seem that way) and I forgot to update the controller inputs to support this… As it currently stands, both grabbing and flapping is mapped to buttons on the right side, and it is near impossible to do both! So to save people extra frustration, I decided not to list it. BUT, I will update it after the jam so that people can try again with proper controller mappings!
I truly appreciate the play and thorough feedback! Though I know we lost you today, I hope to see you come back when the controller mappings are fixed! There is so much more to experience!
Not me slowing time down like a badass and then epicly crashing straight into the first crawling attacker…
The minimal and friendly aesthetic definitely intrigues and hides how hard but darn “unputdownable” this is! I kept coming back for more, even after telling myself “I suck at this, let’s stop” countless times!
I absolutely had a bop to the music though, it nails the atmosphere down perfectly!
Nicely executed! I had a lot of fun playing this!
Thank you for playing and leaving a review!
I have been pondering how to make this more accessible, with the mechanics being what it is… Good to know at least one person might be interested!
Thank you so much for the kind words!
Your game looks delectable, but sadly refuses to run on my Linux machine regardless of which way I try do spin it a yarn. I will try to play it on another machine soon!
Damn, I did not expect to need my brain this much!
I love the soothing music, minimal, non-imposing graphics and atmosphere. It completely belies how ruthless the math and random “obstacles” can be!
Really solidly done, it is well executed and hooked (and took) me for far longer than I expected.
Great job, truly!
There is some nostalgia being triggered by this, good job!
I like the minimal approach, though I feel you could have gone even further - I almost never paid attention to the data in the top right, the “crystal balls” on the top and side were all the info I needed!
Besides a bug where I could not click on cards on the lower right of the screen (maybe an issue because I am playing on Linux?), I had lots of fun, but I still couldn’t complete a run!
Really well done!
Has grave-digging ever been this adorable?
I honestly don’t know why I was collecting teeth (or if I could even lose the game?), but I had a lot of anxious fun doing so!
It took me a little while to figure out the zombies were my friends, and also to even switch my molds (so much action on the left, I never got my eyes to settle far enough on the right to figure out everything).
That being said, I had a lot of fun once the rhythm set in, and found it all tied together really nicely!
Great job, this was really cool!
Thank you for the feedback!
It did end up feeling a bit like a “rage platformer”, and ultimately we had to choose between making it super hard to carry the ragdoll (dragging up slopes and such) and adding a time limit for grabbing.
Longer levels were on the table, but ultimately they were the biggest crunch, so quality in short won over longer/bigger but less polished.
Despite not being entirely up your alley, we really appreciate the play and great feedback, thank you so much!
This is real pretty looking, but I had to jump through a few hoops to playtest on my machine (the dreaded “I use linux” mention).
I enjoyed the aesthetic, though I felt like I would have enjoyed a speed boost, or a change in tool (rather than just an increase in size or length).
It did feel like the bars being on opposite sides was a bit frustrating, and it would benefit from centering them on the top, or bundled on one side.
Good job overall though!
Thank you so much for playing!
The bat is very hard to figure out, I agree, but the Count has to get into the coffin somehow…
Super glad to hear you enjoyed the level design, I was worried about a couple of them, but they all have a safe, soft place in my heart now.
Thanks again for the play and review!
Man, did not expect to get my heart strings plucked here… Alas, dear Elena, I am not good enough to save you unfortunately!
In fact, I struggled to get past the first drop at all, once I defeat the first three bots I am dead, every single time. Upgrades or not.
I also found myself get stuck on or in the walls quite often, but that is no excuse for my performance…
I would have loved to see more, though I might just really suck at this.
It looks really nice though, and there seems to be a decent amount of depth here. Great job!
Haha, thank you, the ragdoll surely was a lot of fun to make, although it caused many issues and very nearly did not make it to the final package…
Indeed there is an element of “rage game” DNA in here, I myself wondered a couple of times if the Count could truly have designed his castle in even more unfriendly ways? Then again, he is THE Vampire Lord, so maybe he just likes things that way.
It is slightly saddening to hear you did not persevere a bit longer, there are some fun level designs later on! ;)
I completely agree though, I find this a bit hard myself, but I strangely enjoyed finally making it through all the “impossible tasks”!
Thanks a ton for playing and reviewing, we truly appreciate it!
Damn, this was a ton of fun!
Visuals? Smashed it. Audio? Ambience for days. Stress? Yes please Mr. Old One, I’m not the Warlock you’re looking for!
This had me sucked in, of course “I want to be the very best like no one ever was!”
Really, amazing job across the board! The first run floored me entirely, but then I realised that playing in full screen cut off a ton of stuff (top progress bar, bottom info on cards and knowledge), and once I left that I was in it to win it!
Except, the Old Ones didn’t let me seize power (like I truly desire and deserve, thank you very much) that easily…
I eventually got there, ascended! But I still felt hollow, because the experience I had lived through to get there was truly beyond compare…
In truth, I think you nailed it. Great job man!