Definitely not just you! More animation/tutorial could help explain how to manipulate the dice, as even I find it confusing to orient them just how I want. Thanks for playing!
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Thank you! The cozy art style and pleasing sound effects were made easy by the tool I used to make the game puzzlescript.net I try to make puzzle games that are very difficulty, but at the same time I see it as a failure on my part to create a good difficulty curve when people need to give up on a level. I had very little time to spend building levels, so anticipated this would be a problem, but I take this as a lesson for the future to spend more time on the difficulty curve so that I can ramp players up to challenge I want without bouncing them off. Thanks for playing : )
Wow, you're the first I'm aware of to beat it, congratulations! I was not aware of that bug, that is a clever way to use it to your advantage as well. You are right that there are some starting positions + series of unfortunate events that may kill the player through no fault of their own. I ran out of time to balance the build generation + random enemy placement to avoid impossible situations, so I simply left it completely random. I have plans for how these issues could be fixed in a future version of the game. Thanks for playing!
One of my favorite roguelikes of the jam so far! The premise is easy to understand in a few moments, but forces you to think hard about your strategy to not clog up the lower board. Very clever game, and super well executed in visuals and feel. Good job :)
Hmm, I just checked and you're right. The source code has always been what you see there, so I think some sort of weird PuzzleScript bug introduced in an update must have caused this. Either way, I removed the first line that created a player object on every tile and simply gave the play a letter in the legend and placed it manually in the corner of each level, and that fixed it. I've updated the link that says "If the game does not work for you, or you are on mobile, try this link" to a new, working version. See if that works for you!
Thank you! I was inspired by the touch-control scheme of mobile roguelikes like Cinco Paus and Imbroglio, and I agree it could be neat to make a version of this game for mobile. Glad to hear you liked it : )
Absolutely agree with your assessment of damage boosting. The game doesn't have much challenge or gameplay variety because I ran out of time to deepen the gameplay, and just wanted something that could show off the core concept. In a gamejam, the more time you have to spend simply implementing an idea, the less time you have to both build content and balance those ideas. Definitely a lot of ideas I'd like to implement to tighten up the concept shown here. Thanks for the input : )
I love this game! The mechanic is so simple but works perfectly. The particle effects on the players look good, and I love how the rhythmic thumping becomes silence when the connection is broken, it really gives the feel of a heartbeat stopping. It's especially cruel that if one particle dies, you force us to watch the other particles slow death :P great job!
Good game! Having the enemies turn into a collectible that sticks to your ship on death to provide extra firepower + health is a great mechanic that required no explanation for me to instantly get. The lives system in particular reminds me of playing galaxian at an arcade : ) nice work
Love the look and feel of the game : ) This reminds me of a game that just came out called "Slipways," in which you connect static planets to each other using lines to exchange resources. I'd strongly recommend it if you haven't played it already.
Wow! What a unique take on time travel, I can't say I've ever seen a game do something like this before. I'm still trying to wrap my head around it, but I absolutely love this mechanic. The art looks very nice as well.
Great job! The menu's and itch page have a lot of polish, especially that logo, and big points for actually including a how to play section for your game, I've seen a lot of entries that left me completely in the dark, so I appreciate your tutorial.
Wow! Really great entry! The art and color palette look great, and the music is fittingly chaotic. The fact that you have to bring all your units away from the enemies to get more gold creates a lot of tense moments and risk/reward situations where I leave my home unguarded to go to the mines so I can get an extra gun. I won't lie, that's what cost me my run :P Fantastic theming, design, and execution, a lot of fun.
Nice game! The post-processing and screen effects felt really good. I was confused about what the bar at the bottom and counter at the center of the screen were in reference too. It was only after reading you answer to, "How does your game fit the theme" that I understood that the bar was my health and ammo, but I still wasn't sure what the fifteen second counter in the back was for. A few sentences in either the games description or on the title would have helped me get into the game more easily. Great work on this
I love the idea of a minecraft-like survival game where your tools are just blocks you push through the environment. This has a lot of content and neat interactions especially for a 48 hour game, really cool!
Love this so much! Like a survival horror twist on Getting Over It lol. The movement and reloading mechanics felt great and created a lot of tense moments, that last level especially I was gritting my teeth the whole time lol. Great game!
The engine I used to make this, PuzzleScript, is very limited. The maximum sprite size is 5x5 pixels, the best I could do to represent words is to just put the first letter of the word. This makes understanding the game nearly impossible if you haven’t played the original, but it’s the best I could do with the tools. I’d recommend checking out the “PuzzleScript” tag on itch.io to see more examples of games made using the engine, there’s a lot of good ones.
Thank you! I appreciate it, but I can't take full credit for the concept. The mechanic here is a variation of a minigame in WarioWare on the GameBoy. I just recreated the mechanic, gave it a different theme, and implemented random generation. I started this jam by imagining a grid of trees connected with branches, and it reminded me of this minigame. I wanted to add more of my own personal touch to the mechanics, but three hours is not a lot of time :P