a funny game, great presentation too.
ezredder
Creator of
Recent community posts
its a fun game, with great art direction. I like the mechanic of how you incentivized to hold onto chests and upgrade them before opening them. I think the game would benefit from 1) item tooltips and 2) harder scaling, especially on enemy HP. the current loot tables lead to multiplicative scaling on your strength, while the enemy only gets constants added to theirs. So the enemies should get multiplicative scaling too,
a really great concept, and I like how you can solve the rules in many different ways. I think a starting example would help with tutorialization. I was also pretty confused about how in the code syntax you indicate the source node like: "Player1".MoveX.... but for it to actually apply it has to be in that source node's code editor. Seems redundant
That's actually not the last level haha. What ended up happening is that by going out-of-bounds, you skipped the checkpoint in the middle of the level, and so the level transition at the end of the level didn't spawn in. The last level is the one after that (and it has a "you win" screen!)
Thanks for the feedback, I think challenges like the ones you mentioned would be cool. Glad you enjoyed the game!
Cool! I like the idea of a reverse Peggle, definitely a lot of potential there in terms of game mechanics and level design. Reminds me of Peglin in that it's a more modern take on the genre.
Had fun playing the game, wish there were more levels. I like that it isn't just a game of "keep away", but there is also a more puzzle based aspect where the player has to figure out how to raise their income levels and keep the sword in the air for a certain amount of time to finish the level, as demonstrated in level 2.
Like others, I think the game would benefit from a little bit more tutorialization, but at the same time it's good to have the player experiment a bit. I believe that it isn't necessarily bad design to have the player fail a couple times.
Good stuff!

