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EtherealScorpions

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A member registered Oct 07, 2018 · View creator page →

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I like this a lot, the enemies are clearly defined and make a lot of sense - the gun in particular. I think it would be cool if there was a way to kill the skeletons earlier though - walking over the body or doing more damage to it, maybe

"certain truths"

Curious phrasing. What have you heard?

There's some levels near the end that I'd reorder - 15,14,12,13 maybe - but aside from that, it was a clean, fun little puzzle!

And completed the currently available levels. I like it!

Had an idea for a block, free to use if you wish: A mirror that reflects the 'connecting beam' at a 90° angle. 

Got there finally. Ironic that the next level tells me that it's okay to skip it because it's super hard.

Got stuck on Zigzag, but had fun.

The problem with making it blink, for me at least, is that the section has multiple parts that block the camera from being able to see the ball. I would recommend utilizing the Canvas for conveying information like that to the player in future projects

the upside down section seems to be bugged, I think your colliders are too small and the ball's rolling out of the 'reverse gravity' areas

Oh this is really good, I was playing up until wave 15 or so and was still discovering new things. I would love to see this on Steam with a level system and maybe more in-depth progression!

Very nice! Concept is simple but effective, controls were intuitive, the scoring system was a very nice layer of strategy, and almost all the information the player needed to know was immediately visible. Only thing I was slightly confused by was the arrow dice - I wasn't sure if an arrow pointing [left relative to the player, upwards relative to the camera] was going to move me onto the upper track or fling me into the void, but after a few of them it made sense.

:D thanks! I definitely need to balance them a bit, but I'm glad you like it!

I think a lot of devs are gonna get some catharsis from this :D good stuff

Some attack animations would definitely go far with this, I agree. Didn't have enough time for aesthetics, unfortunately, but I might have something ready by the time I'm allowed to update the game :D

it's a minor thing, but the dice are 'wrong', the opposing sides should. add up to 7

Same hat :D

you gotta freeze them a bunch with the upgrades but yes. no idea if there's any bonus for doing it though

It happens. I have projects that I worked on for a week that came out at 200MB for a downloadable version. Higher quality assets, more complicated scripting, larger levels... plenty of reasons.

Currently at 44/X/X/29/8, enjoying the visual aspect a lot.

Noticed that the cheerleader buff of poxels/sec doesn't line up with actual timers. Might be because I'm lagging a bit, but it's definitely making the game slower than the timer.

Just played through it, had a lot of fun!

Beat the game with:

SummonMini OnTrigger

Explode OnAttack

SummonDummy OnSwap

Shock OnTileSwap

Heal OnWait

Cleave OnAttack

as well as another Shock and Cleave but I forgot what they were on. I enjoyed being able to 'program' my own powers, and figuring out how to fight opponents with interesting combinations of powers.

I think it might be worth implementing a summon limit, maybe 10 or so, cause as you can see with the above setup, the ground [and thus chromosomes] becomes hard to see very quickly :D

This is a worse clone of Dropical.

Should probably restrict the "purchase item" number to be between 1 and 3, as well as making it one number change per press, instead of per frame. Would also be good to show how much the first two things cost, as well. It's a good start though

It's a good gameplay loop. I'm enjoying it, but here's where I think it could improve:

Stop traps blocking raycasts of other buildings.

White text on a yellow background is unpleasant.

Permanent upgrades of buildings that cost gems, their costs are incorrect.

[I played the current web version]

I really enjoyed this! Haven't played around with the editor yet, just the 9 main levels, but the mechanics were well-taught, levels naturally explaining the power of your movement, and the style was great. The music and textures fit together really nicely.

There's only two things I might change. The first is the background; most of your level geometry is a dark grey, and a dark grey or black background under that isn't great on the eyes. The second is the 'Boost' block, maybe renaming to 'Push' would work better.  Might just have been me, but my first instinct was that it would act like a speed boost in a racing game if I placed the active cube on top of it.

The post-jam version of the game will have a more clear tutorial, but I'll tell you now, if a word has multiple of the same letters in it, you can move multiple spaces at once, and if a letter is in multiple words, you can go in multiple directions at once.

We rebalanced the level order in the latest version[notably, level 2 in 1.0 got moved to 8], and also took some of the guesswork out of assigning words in the early levels.

I'll look into adding a bit more in-game teaching after the jam, maybe one or two 'solve in three moves' levels in order to properly convey the mechanics at play. My level designs definitely could use a bit more care put into them.

Sorry about that. The version in web browser has some faulty logic with the level start function. To be safe, make sure all four words are each in one of the rocks on each side before pressing play.

The letters themselves are the controls. In the first level, pressing each letter in the word LEFT will move you one space to the left, except for T, because T is also in RIGHT.

(1 edit)

We reverted the web version to 1.0 due to misunderstandings regarding the jam's rules.
Left and Right being assigned in v1.1.7 is intentional, part tutorial, part game balance.  Remember that WASD may do nothing, depending on the words used.
Drag the remaining words into the empty slots, then press Start.

'Using all the letters on the keyboard' gang :D

Loving the visuals, the soft lights work really well. Not a huge fan of the headers disappearing, but the 'you must finish the level in exactly this many moves' was a nice added challenge.

Moving diagonally between walls is possible, if you can draw a straight line between the centre of your space and the centre of the space your teleport would move you to. If a letter is present in more than one word, i.e N in Sun and Moon, you can move diagonally, or even not move at all, depending on which way those words are equipped.

Updated this morning, that issue should be fixed now. Turned out to be a faulty if() check from an earlier version.

Updated this morning, that issue should be fixed now. Turned out to be a faulty if() check from an earlier version.

Updated this morning, that issue should be fixed now. Turned out to be a faulty if() check from an earlier version.

I've updated the game logic a bit, let me know if you're still getting errors and locks.

Let me tell you, making the levels was an ordeal as well. If it weren't for Scrabble solving websites, I don't think I'd have finished all our levels in time :D

Updated this morning, that issue should be fixed now. Turned out to be a faulty if() check from an earlier version.

Updated this morning, that issue should be fixed now. Turned out to be a faulty if() check from an earlier version.

Holding left control while in the 'word select' screen hides the interface so that you can plan ahead. It's in the control list. But yes, I'll add a button for returning to the main menu.

Not a huge fan of starting from the very beginning each time, but very smooth and teaches the player well

Huh. That's weird, I get it too. I'll try and fix that by next week.

Huh. That's weird, I get it too. I'll try and fix that by next week.