Oh, thanks for the explanation! :)
Erik Oussoren
Creator of
Recent community posts
Thanks for the thoughtful comment!
The Carrion comparison is interesting, I guess I was going for something like that, but to make you feel a little more vulnerable (hence the hunters/stealth mechanics)
I really wish I could've made everything I wanted to do work flawlessly, and yes sadly there is no audio and barely any VFX. This was the first time I sole dev-ed for a jam and really took it serious, but next time I want to work in a team again :)
I was so busy with the mechanics I had to make the level during the last 2 hours before the deadline (really bad idea btw) and that's the moment most things broke haha.
I'll go check out your game in a bit!
A great idea for a mechanic, done very well! I love how I actually had a real aha moment when I learnt how to do the portal infinite-fall thing! The only gripe I have is that the controls for locking/recalling the firefly wasn't intuitive to me at first, and I missed some extra visual or continuous audio feedback to tell me when the firefly is locked in place. But like, excellent job!
Interesting, and I like the minimalist look and feel of it too! Biggest thing I miss is a little hover state on the pieces to show what they do and how much health they have. Not all pieces did what I expected them to do, but that might've been me misunderstanding? For example, the horse has 2 [->] which I thought meant it would travel 2 tiles in one turn. But maybe that meant attack?
Either way, good job!
Hey everyone!
Just a heads up, there are issues I just barely couldn't iron out in time, so here's some points so you don't waste time.
When you start, move around a bit and hit pause (esc or start/-) you can choose 2 colors and hit apply. This fixes the visual bugs on the snake itself.
You're supposed to gather 7 eggs in the temple. but because of a mistake there are only 5 eggs to be found. The special bowtie beyond the temple door isn't reachable sadly in this build.
Thanks everyone for trying it out, I did my best :)
Oh boy, this game is soo stressful to me. It's very simple, but just having to manage and trade these resources to keep them up real-time, it's a really interesting kind of stressful situation to me. Very cool! A thing to add is something to work towards, like a big reward of a lot of one resource, so you won't have to worry about that resource for a little while.
Haha this is pretty fun! I like having to find safe spots to wait in the second level. I wonder how to add to this idea tho. Maybe eventually zooming the camera out and making the hair bigger on later levels. Or maybe the clients want only specific pieces of hair to be cut, so you have to be even more careful.
This game taught me to put water on my hair as fast as possible to prevent hair loss xD
But in all seriousness, that seems to be the best way at the moment to keep as much hairs as possible. Just switch to the watering can immediately and spam it all over his head. Might be something you could balance differently.
Nice! Is immediately pretty fun to control. Makes me think of Ape Out, using people as human shield.
My immediate thought was, if it's Samurai Shopping, it could be fun if you have to fill your shopping cart to get the points. So get the stuff on your sword to a specific location.
Excited to see where this goes!
Heel cool concept! Ik snap dat je misschien bewust geen visual feedback wil doen, maar misschien iets duidelijkere feedback wanneer wat gebeurt kan handig zijn.
Klopt het dat er soms meer vijanden tegelijk op je af komen? Want ik denk snel dat ik de vijand al heb gepakt, en dan ga ik alsnog dood. Naar mijn idee is het dan erg moeilijk om te weten waar de vijand vandaan komt.
En misschien moet je denken aan een penalty voor als je alle vier de knoppen spamt, want dat is nu de makkelijkste manier om ver te komen.
Misschien een suggestie: voeg een geluid toe van voetstappen die langzaam harder word voor de slash. Misschien maakt dat het te makkelijk? I dunno.
Anyway, nice! lekker bezig!
I'm confuze. Wat zijn de controls? Dan edit ik deze reply wel als ik weet hoe ik moet spelen :)
edit: ah, nice! is best leuk! Misschien de cubes wat hoger plaatsen? want nu moet je ruim boven de cubes klikken voordat het pas telt.
Meer feedback is een goed idee. Zou leuk zijn als het zwaard de muis een beetje volgt.
Also, ik ben big noob, I can't make it :P
Nice! Interessant concept, ik ben benieuwd hoe je dit zou kunnen uitbreiden. Hoe het nu is is niet super challenging. Soms begin je gewoon in een situatie waar je niet verder kan, maar toen dat niet zo was kon ik de enemies vrij snel in een hoek drijven. Vanaf daar was het gewoon 1 voor 1 afpikken totdat ik een domme fout maak.
Movement was soms janky, bijv. dat ik soms 2 squares tegelijk bewoog als ik dat niet wilde.
Uitleg was heel duidelijk!











