Cool game. Looks like you forgot to add the link to the ludum dare page when you marked with the ludum-dare-55 tag.
Goldenlion5648
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Thanks, and nice solutions! I was thinking of pursuing this idea and putting it on steam, but not sure how many people would want to pay when there are tons of free options available.
If I do pursue this and you want to know when I have more levels available, you can join my discord server for my games/ content:
That was a fun game! One improvement is that is seemed like the rotation directions were flipped for Q and E from what was intuitive. There was also kind of a lot of clicking towards the later stages because of how many pieces there were, I didn't realize you could attach to pieces that you didn't initially click
Cool game, kind of reminds me of CoD zombies. Was I supposed to be able to see how much health I had? It seemed like I randomly took damage, not sure if that was an enemy attacking me or what.
Also in the tutorial I ended up not having enough scrap to afford a turret at the end, which made for a lot of clicking. It wasn't clear that destroying one of my towers would not refund me any money
Very high quality! A few minor suggestions if you end up expanding this game/ releasing it to buy:
Add hotkeys for placing pieces. It was a bit inconvenient to keep moving my mouse from one side of the screen to the other. Perhaps if multiple of one piece are being placed in the same turn, then right click can be used to place just one, and keep another copy of that piece "on the cursor"
I think this game has a lot of potential!
That was a fun puzzle game! I only half understood what was going on for the first 5 or so levels. I actually didn't notice the compass in the bottom left until that point. Once I saw that it made a lot more sense.
My only idea of how to improve this would be to allow holding down the movement buttons to prevent carpel tunnel/ pain from repeated motion.
Great game!
Interesting concept. Things really ramped up in difficulty on level 3. I got stuck there. A few things that were a bit confusing that could make it easier for new players to understand:
Settings are changed on the node labeled "O" for "output", but it seems like that should be "input" and the one that receives the color value should be the "output".
On level 2 it wasn't that clear at first that nodes only cared about their input having "at least" that color value e.g. (1, 0, 1) was a valid input when (1,0,0) was what that node needed.
Other than that, I liked the game! Very unique!
Interesting concept changing the keybindings each run and as the game goes on. My only issue is that some of these combinations actually hurt to press/ rest my hands on. I found myself intentionally resetting when I got a key combination that was not easy to use (like the left movement button being to the right of the right movement button)
Very original and the music was nice!
Interesting game! I don't think I've ever played a game that required both hands to be on the keyboard home keys or had this kind of camera angle. My only issue with this is the number of hits that it takes to attack enemies. Taking over 10 hits to defeat each enemy seems like it could cause carpel tunnel/ I was just constantly spamming J.
Cool game though!
Cool game idea! I think a few more restrictions could be helpful, as currently, (from my understanding) I can just keep swapping card positions and get any card anywhere else on the board in one turn.
As others pointed out, I think there is a bug preventing the end turn text from showing. Also after completing a level, there does not seem to be a description of the three cards presented. Cool game overall though!
Cool idea. I might be missing something, but is having the skeleton on the same tile as the wizard supposed to be a win on the level? I did that and still lost. (As others said, the difficulty spike is a bit much at the beginning, might be better to have just 1 AI being controlled for the first few levels)