Looking at these comments, I am noticing that it may have been wise to add a difficulty system. Although the game is possible (I’ve beaten it over a dozen times now) it is clear that most players are having trouble, considering no one has mentioned reaching the ‘special encounter’ at stage 5, let alone completing the game. A good note to keep in mind for the future.
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Thanks for playing, and for enjoying! The reason I didn’t add an upgrade system is because I didn’t want to complicate the player’s controls or abilities, and keep them consistent during the course of the game. (Trying to emulate an ‘arcade’ sort of vibe)
During concepting, I was considering perhaps adding different ‘unlockable’ ships with different ways of attacking, but ended up scrapping it for time and, once again, simplicity.
I had a lot of fun. It ended up taking me two tries to beat the game. Getting a random weapon for each room--even boss rooms--is a fun mechanic (though I imagine decently tricky to balance, which I'd say you did well). The enemies themselves, although not many, each felt unique, which is good, but their ai may need a little polish, because they end up getting stuck behind walls a lot. The music choice was great--really set the tone.
What I really missed, however, was clarity. I had no idea how close I was to death, how long my random weapon's cooldown was, or how far I was in a boss fight. It took me until my second attempt to realize health is persistent between rooms.
All in all, good game.
This was absolutely hilarious. Genuinely adore the serious sense of humor this game has. I had a lot of fun reading all the news headlines, the descriptions, and even the game page itself. Fantastic. I imagine it must've been a lot of fun writing all that. I was considering adding some more writing to my game actually, but time got in the way unfortunately.
I also like how you worked the theme in there. Before I started, I was worried it wouldn't come up in a clicker game, but you very much proved me wrong. A theme can very much still be followed, even if only in dialogue, especially when you lean into it as hard as you did.
I think it was interesting. I felt myself rather engaged with running through the mines, blasting through rocks and such, although it became less so when the floors got as massive as they did. Ended up using items to freeze time for the rest of the game and blast my way through the last couple of floors.
I think there's a decently interesting idea here, but for me, the experience didn't feel grounded. There are a lot of loose mechanics that don't feel like they were made for each other, if that makes sense.
Apart from that, I find the sense of humor rather charming. The music is incredibly curious. Decided to check you two out on Spotify, and was not disappointed.
Good luck with the rest of the jam, and with your next project as well.
Neat game. Having the player rotate the level is a cool way of using the theme. Also, the title is fantastic—so much character! As for the mechanics, I think they each have their place I making the game more interesting. I do feel that, with the magnets, it was really frustrating to anticipate when they would activate, especially in level 4, where they are the prominent mechanic.
All in all, a good take on the theme, and I had fun playing through it.
Thank you very much. I recently played it through to the end again, hence why I saw your message.
Yeah, I've been quiet for a while. I'm alright - just hung up on some tricky stuff, is all. Thanks for checking in, I appreciate it.
I hope to perhaps get back to it, sometime, although I doubt It'll be very soon. Glad to see you're still going strong. Cheers.
I'm nearly done with everything. Fixed multiple bugs, overhauled the ending, etc. The sound design's giving me a genuine headache though.
Thinking of releasing the finished stuff first, and adding sound in the future. Maybe I'll ask someone for help, since the game deserves better than what I can do right now.
By the way, thanks for asking. I thought my work would be in vain for a while, but clearly that's not the case!
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Neat concept. Gameplay was a bit slow for me, though, especially with the slow attack speed. I also felt like the significance of the lightfoot minimal, especially when ghosts started appearing on their own. Perhaps you could make it so ghosts become translucent and resistant to damage when outside of the light's rage? Idk something along those lines.
Cool that you were able to make this in 28 hours; I doubt I could haha.
I'm a bit late with my response, my bad. This was a pretty neat game. It really made me feel like I was at a party, connecting with old friends and classmates. The dialog was expansive with minimal grammatical errors, and I felt everyone was characterized well. I know how long it can take to write dialogue, so I can really appreciate the effort put into it.
There were a lot of bugs, and I soft locked myself twice by accident. I get it, my game's got plenty of bugs too. It's an unfortunate side effect of the time limit.
What I did have issue with however was the movement. It felt too slow and too slippery. Like walking through water and on ice all at once. I also often got stuck behind doors, walls, furniture, etc., which made maneuvering difficult and unfun.
All in all, pretty neat.
Glad to hear you're so interested in the word! To be honest, I managed my time very poorly, in addition to overscoping the game, so I SUPER ran out of time. I'm planning to update it sometime in the near future, addressing said bugs, adding sound and music, fleshing out the ending properly, and maybe some more lore if I can manage. So stick around if you want.
Yeah, I'll be sure to check out your game when I can.
Thanks for playing. Glad to hear you liked the look; it's my first time trying it, and I'm quite happy with how it turned out. I currently have it so that characters stop moving when you're in the same space as them, but I suppose it may be good to extend that range to the tile ahead of you as well.
P.S. If by 'beard guy' you mean the character with the wide-brimmed hat an the long, buckled coat down south, then that's the Huntsman; he quickly runs when holding the Lantern, and it's impossible to talk to him when he's in light. (Well, normal light anyways...) If that was the case, then that's working as intended (and thanks for venturing that far).
Regardless, thanks for the feedback.
Solid game. The amount of quality visuals were quite impressive, in addition to looking just lovely, and the gameplay was enjoyable. The puzzles were neat and simple, although I do admit I had trouble counting the pumpkins. I really like how the spike trees could be triggered by the gun, but the reloading animation prevents you from ducking, forcing you to use another strategy; very clever. All in all, good game. I enjoyed myself. (I also laughed quite a bit the first time I got exploded, and when getting the gun)
I would recommend making duck [S] instead of [F], seeing as it's more intuitive and so that it's easier for the player to reach. I had to change my hand position every time I wanted to duck. Also, I feel that the 'choose your direction' thing at the end of each room was unnecessary; I always just picked East and got there just fine, so it feels as if it doesn't do anything.
I really enjoyed playing this game; it was right up my alley. The controls and the goal were easy to understand, the enemies were engaging, and the mechanic of looping around the planetoid was fun. I also really enjoyed the music, because it fit the at times hectic gameplay very well, although I do wish there was fanfare when completing levels. The final boss was also neat.
What I do think could have been better was the art. I've seen a lot of cool things done with these limited shapes that I just didn't see here, and not just because you only used circles. I also think you should have given the 'enemies left' and 'health' counters a visual representation, like a progress bar made out of circles for the 'enemies left' counter. In addition, some simple flashes to show enemies take damage would go a long way.
All in all, great gameplay. Very enjoyable.



