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FerdiDale

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A member registered 47 days ago · View creator page →

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Oh also the last level made me think it would be cool to expand it with nonlinear progressions (Like the cannons in Super Mario Bros. kinda?) with secret exits in some levels! I'd love to see your take on this game and your main one too, I'll make sure to follow you!

I played this after I saw it kinda butchered in a stream, this is SO GOOD! I would never probably shut up about this if I made it in only 4 days! I hope you keep working in your free time (I saw you have a main project to be published soon) because I think there's great potential!
The only thing I'm not a fan of is the slowing down at the end of the timer, I think it's a cool effect (I think the point was making more impacting and precise the last seconds before swapping?) but it gets annoying quite quickly, at a certain point I started resetting soon only to avoid dealing with it.

Great work with visuals and audio too! Everything is really really polished! Also fantastic take on the theme!

Thank you very much for the compliments!

The stamina bar actually initially refilled instantly! I felt the same as you but in the end we decided to make it a fast recovery, maybe it should have been faster!

And yeah I didn't want to add too much visual clutter, but probably a clearer indicator would have been the best! I was going for a Celeste gripping mechanic feeling, but sometimes I felt the same while playing it ^^

Oh yeah I get it xD I think half an hour before the deadline we discovered sometimes (Only god know when) you can be respawned at the start of the game when you take damage

For how polished your game was it's a great success to only have that bug! 

Really really polished (And fellow italians so bonus points!), the art and the mechanic are great!

I don't know why I had the impression that even when I put effort in filling the whole board, the zombies came out equally powerful, so I found much more effective to just dig and place a random body part in the mold for each timer.

I don't think that was the intended strategy, but it seemed working better (or myabe I'm just blind).

Great work! It's really well made for being a jam game and I'm sure your updates will make the mechanics shine!

Insanely polished, I unironically think you could publish it on Steam with very little work! The  concept itself was really good (the puzzle ->puzzle/action sequence), but the puzzle design really made it shine! I said hello in your stream earlier but I have to have a look at your programming streams, I'm sure they're a -blast-.

I think I would have preferred different controls (I kept starting the bombs when I wanted to switch bomb types), but it clicked for me in the end.

Really well done to everyone involved!

Thank you very much! Yeah we love our artist she's insanely good <3

Oh I'm sorry to hear of the lag, it's really weird we tried it and it didn't give us issues, maybe I should have published a Windows version too :(

Thank you very much for your input!

Incredibly on point! This was my first jam and it really seemed like we had only 5 minutes of time xD

Really well made and incredibly funny, great job!

As a roguelite fan, I really liked this and I think at a certain point I lost track of time while playing it! It clearly needs polish but I think the mechanics are already quite solid for a jam!

I read you'll keep working on it, so I wanted to tell you to pay attention to the balancing of the upgrades. Specifically the +1 discard, I think it can be really rapidly broken since you can have so many discards (I think in the end I had 13) that you can simply create a chain of cards and discard your full starting hand in one round, I rarely saw the opponent play. I think it might be balanced by making it less probable of an upgrade, by creating more types of cards (more types of cards -> less probability to chain the whole hand), maybe making the starting hand bigger as the game goes on or even just making the two players start alternating (So you can't destroy him in one turn).

But I want to make my point clear, it's a really good vertical slice! I'll check on it in the next weeks to see how you keep iterating it! Great job!

I loved this! I'm quite the fan of the genre so I might be biased but I think you made it really fun!As another comment said, probably increasing the prices in the last phases would have made for a more linear progression rate, but I actually really enjoyed the pace of it. I think it could easily become a full on game!

Great job!

Such a great game! Genius mechanics and level design and what a banger of a soundtrack!

I liked it, I'm sure it wasn't easy to develop! I would have probably made the attack an area of effect since if the enemy isn't to the right it's quite hard to hit it.

Unfortunately the first levels are quite "skippable", it's easier to skip all the enemies and run for the edge, so maybe I would have made the timer stricter to give a reason to attack the enemies. The last level was a nice solution to this issue!

I liked it and I'm sure setting up the isometric graphics wasn't easy! Also good job with the art and the music! I really like the ending conversation, even if the hints for the buttons made me giggle a bit when mixed with the dialogue :)

Yeah I just saw it was in the game description my bad really!

Oh that's great! If you wrote it somewhere I'm sorry I really hadn't see it, I will surely give it another try later!

This is crazy good! Such a polished entry, I would never stop bragging about it if I were you! Great job to the whole team!

It was really challenging but in hindsight I guess it fits the important message of the game, I would have maybe made a couple of jumps a bit more forgiving. Good job, art and music were great!

I had issues reading the instructions when opening it since they were cropped out of the screen, but once I understood the mechanic I liked it, makes for a nice puzzle! The game crashed on the second level, I don't know if it's a specific bug I triggered :(

I liked the sand sound of the boxes!

Such an interesting and creative gameplay! I couldn't get really far in the game because I kept dying. I think if you planned a checkpoint system or if falling only brought you to where you jumped from, I would have LOVED it!

I saw from the distance all the mountain peaks to reach and I though the progression system was really really smart, but unfortunately it is quite punishing.

If you decide to keep working on it and you make it a bit more forgiving let me know in the future! I would love to fully experience it!

Also many times I accidently thrown out an item while moving them so I think using a trash bin in the UI would make it even better!

Also a couple of bug reports in case you didn't notice them: 

  • When you start out you can only move the camera by pressing downa button on the mouse, I think it could be related to the viewport not being properly focused?
  • Near the base there is a strong wind that moves you out of the storage for the items, I don't think it should be there since it seems coming through the walls

Really really great job!

Thanks for the comment! Yeah we've had quite some issues with balancing movement and the light mechanic so I can totally see where your coming from. We'll keep it in consideration if we keep working on it!

I liked the concept (and my team initially had an idea similar to this so I'm biased), but the tutorial really confused me. Probably I would have understood it better without the tutorial, but I guess there might have been a mismatch between initial intentions and final result?

Also I was confused by the hearts since it's a one-round game, but I think that might have been also a missed feature.

I liked the style and the animations and the music too! The timer probably didn't quite work with the gameplay unfortunately :(

Also as a side note, I think you uploaded the development build instead of the release build, hence  the folder named "After Round One_BackUpThisFolder_ButDontShipItWithYourGame".

The mechanic is interesting, but maybe the level design falls quite repetitive(?) I enjoyed it and I had trouble on a level but the later ones all seemed to be approachable in the same way.

But balancing is always difficult in a short window of time, so good job nonetheless!

Hi! I don't know if you can update this but I think you should have flagged your zip as playable in browser instead of downloadable, since the html can't be played locally.

I hope you can update it, I was really curious! I also suggest you to adda description / some screenshot, because it was automatically flagged as a suspicious submission!

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I really liked the meta story telling with the file opening and the gameplay is quite rich! (I probably could have done less than half of it in such a short time)
I tried a few runs but I couldn't get past the first upgrades, but it could really be just a skill issue xD I would keep balancing in consideration since you plan to develop it further!

The music worked well and the feature to upload your music is really cool! 

Great job!