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Gawronek-8

57
Posts
A member registered 6 days ago

Creator of

Recent community posts

Very cozy game, love the colour palette, wish I get as much sleep as that dude in the game

Very cool take on the minesweeper, there was a bug that sometimes the exit didnt spawn, and the bats were confusing for me cuz I didn't noticed they were level 17. I thought they were level 1.

Ohhh I love the art design, that looks like from a story book, the way the items are described was clever 

Unfortunately it didn't work on my browser, but the vibe itself is amazing

Very clever idea

The art style looks like Hades 2, but the npc design is interesting, would like to see this game getting bigger 

Did not expect something like this in a game jam, now I feel sad

Some solutions were harad to get, but still funny game

Felt like a sugar rush, i love it

Fire af

Yea there was supposed to be a biome in between the two that are already in the game, but we couldn't make it in time, so there is this big difficulty spike when progressing to the thunderlands, but thanks for playing it!!!

I like the character design, they look like a typical dnd party, fights were fun, the Mage was a little problematic to dodge, but I suppose you gotta just run him down asap, the main menu image is fire

Slashing the enemies was fun i like that visual effect, but the game sometimes feel like it needs a dash or something like that, there is too little time to read through what each stopwatch does

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I liked it, but throught my two attempts, one where I had like 3 turrents and the other when I had way more of them it felt like they were out of ammo right away, and in both scenarios at the end of the wave I was against big horde of enemies with no way to stop them, Edit: I forgot to add that the character movement animation is dope

Really cool concept, I've enjoyed it! But the timer should not start from the numbers above 9, you can literally skip the rules, also the number swap mechanic was a bit confusing to me, did the number swap only one way?

I hope it is a random bug, if the same bug happens, let me know

Yea I agree, they were designed when we did not have the level creator yet, so at the start, and then we kind of forgot about them i think

Really fun game, One nitpick is that there is little place to go to, so you can easly fish out the dynamite, I think it needs a bit more chaos

Fun little game, I would expand the role of the rope, to limit it's length so You would have to strategize it's placement near the oxygen bubbles

Thank you, glad you liked the puzzles

Game looks fun, but I wish there were an indicator where to head towards the task or some of the chores were easier to navigate to, for example to turn off the lamp, 

Thanks !

Very interesting idea, one gripe I have is that it was hard for me to come back when I lost the track of when to press, because I could not find any indicator as to when to tap except from the start

They weren't XD. I got to the obsidian only

Oh also, the level editor was done at first for me so I wouldn't get nightmares from creating the levels by editing the jsons

Yup, it was soooo helpful during the playtesting and designing the levels

Hey, tbh at the end, we had more people contributing than I would expect. You can check the description, everyone involved should be down there

Hey, yea, even my brother told me that if it was a flash game back in the day it would be fire. Some levels had more moves due to discussion, more than way intended path of completing it, or just me not playtesting them enough. Thanks for playing our game tho

Hey, thanks for the feedback. We've had a lot of discussion about the assignment of the moves to some levels, and decided to give the player more freedom, thus allowing more valid solutions. Had we more time, we would probably add hard and easy mode. Also some later levels were hard for me to design, so there is a possibility for skipping the intended way of solving the puzzle (like the one where you should push the rock (Patrick) all the way to the end). Some levels also had more than one path to reach the goal like the last level, so maybe that is way there was some extra stuff. Anyway I did not expect that designing levels take that much time. Glad You've enjoyed it!!!

Hi, thanks for playing. I couldn't recreate the issue you were facing at the level 7. The use direction should match the arrows on the keyboard. Regarding the colour pallete, tbh we did not think about it, but it is a lesson learned. 

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Thanks, it was hard later to sort the second area levels in terms of difficulty

Yea, that's how it is in a game jam I guess, but the idea for the movement is clever

Game title made it imspossible to skip

Didn't notice when i was so invested in saving the village, the game got the vibe right

I wish I would love it, but the steering was too floaty for me and I've felt that some parts required too much precision for what control the player has over the creature. The design is fire though

Unfortunately, it's impossible on my keyboard to do the parkour, wish there was more momentum during jump and pogos, but I've really liked it

It was fun to play, I was thinking of expanding this game by adding the stages, and some way to spend the gold when you come back successfully

No problem, I remember there was a level in the jungle that had too much moves

Yeah, adding rouglike and relics to it was interesting also, wish there was something like this as full game

Fun game, but there might be a bug with spinning the wheel, first spin is correct but the next one starts the bomb wherever I spin the wheel