Thank you, I will add these to the bug list!
E.T.C.Lundberg
Creator of
Recent community posts
1. Increasing cost on matches etc - I will write this down and think about it for a while. There’s no clean solution for this map, but I can build it differently for future maps.
1a. Shortcuts - Same here. Although I’m fine to leave them in if some players prefer to unlock them.
2. Running Shoes - I intended running to take up stamina at first. I will check if it works ok to have it on a toggle. And where to place the free shoes, and where they are sold.
3. Cosmetics feel expensive - Yes, I made a test in the first shop with the tickets, I have some ideas for the other shops as well. Aka “cosmetic currency”.
4. Chest content isn’t worth it with expensive keys - There used to be more chests, but I replaced a lot of them with presents and free items. I mean, it is a gamble after all :) But I would say it’s worth it when you unlock a path and when the keys are cheaper.
5. Mining range visuals - I agree, this is pretty high on the list. The range needs to be shown clearly and how it expands with the upgrades.
6. Unclear effect of duplicate items - Any specific ones? Unless there’s a bug they should all increase in effect up to 5 upgrades.
7. Coupon remaining - Yeah, I don’t want to force the player to buy everything. Maybe I will just stop giving out coupons when you buy all the items, or add something more to it. I added it as a first test, I have some other ideas for the other shops.
8. Missing barrel breaker after prestige - I can’t replicate it so it’s hard to debug.
Unlocking all of the rooms on the right from the starting area and running out of resources - It’s a hard balance, I want players to be able to explore and pick different paths, but at the same time, I don’t want there’ to be too easy to randomly get locked out of a run. I have been changing a few positions of the shops and characters, and what you can buy in shops etc. (you used to be able to buy keys in the first shop, which made it a bit too open) I will add some keys in the farmer’s shop and see if that helps
Thank you for the detailed feedback and for playing through multiple rounds!
Do you remember how many rooms you unlocked in each direction? I'm aware that its possible to unlock the rooms in an order that makes it take a bit longer to unlock the next shop. but I'm not aware that there's any impossible paths. But yes, I think it's a problem that some paths are slower and might feel impossible. I will keep that in mind when designing future maps.
Thanks :)
enemies - Yeah I agree, I wanted to spend most of the time making levels so the enemies are super simple, more like something from a mario game where you are better off just jumping past them. but I like the idea of having something moving on screen, idk maybe I will try some moving platform or bumpers or something in a another jam :)
I like how massive the game feels, like when it's zoomed out and there's a overwhelming visual from all the different types of tiles on screen!
I did feel a bit lost and I think I found a few pickups and NPCs I didn't interact with because I didn't know how to (I think a quick fix could be to add a button icon when the player are close to them, or talk / pick up when overlapping). But I feel like there's a lot more if a player puts in the time required to unfold it!
I really like the backdash, and how you can jump out of it to get a boost.
Also the tileset looks interesting.
I think the slime enemy is interesting how it dodges attacks by shrinking into the ground, but I would have preferred it as a elite enemy instead of a mob enemy.
Here's a recording of my first attempt 49:49 , I also tried it a second time and killed the slime boss in the dungeon.
There's a lot of details in the background art, with all the undergrowth and plants you can slice! There's also a large amount of systems, although I have to admit that I wasn't in the mindset to explore all of them in a game jam. I also like the map on road signs!
here's a recording when I tried the game at timestamp 1:47:20
Idk, it felt like maybe I should have looked for hp or damage upgrades somewhere else and then returned to that area. I got kind of restless and just rushed the last encounter, but the spikes always got me in the end (╥﹏╥) Anyway I enjoyed the game overall, I wouldn't have made so many attempts if that wasn't the case!










































