Cute, fun, and more challenging than I expected!
I like the feedback of the UI and the intentional chaos of managing so many different lines criss-crossing the screen.
This is so cool! The movement feels fluid and precise yet unique and I like the way the little floaty creature is incorporated into it. On top of that the art is stylistic and mysterious. Again, love it!
Thanks for trying it out! Yeah I'm not surprised some pesky bugs popped up... I've held myself back from swapping the drive files out with fixes in the spirit of the game jam.
But you're right, definitely needs some audio to spice things up; I'm already itch.ing to keep working on it! :D
I'm not usually into this style of gameplay, but I could definitely keep playing with the great music and artstyle. I love how you can get your character to keep orbiting, so that it rewards you for getting better at the game. :D
I agree with jhaych, this is super interesting. The music really gives it a polished and kinda spooky feel that contrasts with the words on the screen, and I really like the idea of giving up control in order to progress. (it's simple, yet really elegant!)
Thank you so much for letting me know! I should have tested it first-- I'll see if I can get around the upload freeze, then try to ping ya'll somehow. I've added a temporary google drive link that might work until I get things sorted out.
This is what I get for pulling an all-nighter XD
I'm not entirely sure about other roguelikes (because I cannot think of many that move on a grid off the top of my mind), but perhaps allowing the player to hold down the arrow keys when moving would help. That would also allow for the diagonal movement I just discovered with the mouse. In terms of making that feel precise-- maybe think about something like pokemon's world movement? If it was needed you could even limit controls to individual presses during combat.
I'd say the same a Koveras-- definitely one of the coolest games I've tried today! My only complaint is that repeatedly pressing arrow keys to walk around can start to feel a little tedious when not fighting monsters (I actually really like the strategy of the combat). Feels like something that could be a blast to play!
Oh yes, and the sound effects and camera movement give it a rather appropriate "lumbering monster" feel.
After some trial and error, it was a lot of fun!
I should say though-- the tutorial screen is comically hard to understand until you actually get to playing. It certainly makes sense, but only now that I worked out how to actually play the game.
Hey thanks for your feedback!
There's definitely some general UI elements I never got around to-- for example, an indicator that clicking on the other characters basically functions like using stasis in Breath of the Wild, where it applies force every time you "push" them. It's possible to save everyone, but it's good to know how unclear it is.
It is clear that a lot of thought was put into this games level design! It teaches itself, feels great, and I had a lot of fun playing. I was finding myself exciting to find out what the next power-up would do! :D