The hardest part for me usually is initial ideation and scoping. This was really helpful for my planning process, thank you!
groovacious_claims
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Thanks! I switched it to easy and was able to finish the game :) I like how the music evolves alongside the little messages at the bottom of the screen (though as things started to speed up I didn't quite catch all of them because I didn't want to be vaporized haha). Good entry, I look forward to playing what you make in the future!
Completed the game 5 times in a row and got down to 46 second completion time but it was still too slow to save the souls :(
I have to assume that any speed is too slow, or you have to get below 45 seconds? Either way, I am lacking the patience to reach that level of perfection without an indication of what my target time is.
Fun project, thanks for sharing!
I am not too familiar with replit, but I believe you should be able to link it to a github and download the repository. A google on how to export a replit project also suggests several different approaches. It may depend on what language you wrote the project in but it should be possible one way or another.
ooof, good input!!! I’ll make sure to do that after the jam and for future projects. Newbie mistake ;) thanks for trying it out!
[edit]
Im not sure if it disqualifies me...but if it does then I don't mind. I have added the ability to use arrow keys because it was a quick and pretty necessary change. Thanks again! (I've updated my development time accordingly)
Your points are decipherable and much appreciated! I will look into that error message you are getting, and It is a good point that I should avoid pop ups entirely when I can have the information be displayed in the same style as the tutorial.
I’m hoping to rework how areas are loaded, to allow enemies and items to be seen and cross thresholds. I’m hoping the new system will also allow for simultaneous movement of all of the enemies after you move; making the slight hang before movement is allowed again less noticeable in areas.
Good idea on ultimately allowing enemies to cross items. In the future I would love to make the more intelligent creatures able to interact with the essence of items in order to cast spells as well. For now, with only one attack type, the game certainly can become TOO easy as you hide behind items.
Thank you so much for your input CryptRat, it is properly helpful and I am honored you have taken the time to go into detail.
Super impressed by the amount of content you fit in for a game jam. I am still lost in that tunnel, but starting to understand what I need to do to escape it. I enjoy that the party gets lost and you can get turned around by just pressing forward over and over. This forces some of the other mechanics to be explored. Not much is explained, however, so experimentation is key! Loving that you fit a full character creation screen in; reminds me a lot of bards tale at the beginning. Solid entry, good job.
I enjoy the three-dimensionality of the movement, and the effects it has on combat. I found myself needing to position myself when an enemy was around a corner, so that I could strafe in and out of the square when they fire. Got turned around quite a few times and am honestly still stuck in the cosmic cube, but I love the idea. Thanks for the entry!
Thank you for the input! Yes, the slow movement is caused by the way it cycles through each enemy each time you move, and they each move. So when you walk on to a map with 6 enemies you cant see, it just appears like you are moving slowly. I will have movement happen in unison after the jam is done rating :)
There is definitely a glitch that stops you from walking on empty tiles! It’s due to how entities and objects are stored separately and the collision system in this version checks for the entity position rather than the object (doh!!). Thus when I have a function that doesn’t delete the entity when it does the object, you have an invisible item you can’t walk through -_-
Thanks for the input and follow, and can’t wait to release the updated version!
[edit] And currently no way to target self, you just target another entity with the healing spell and it heals yourself. Pretty cheesy, and ineffective much of the time due to shoddy select recognition, but this is another factor hampered by time that I plan to change :) [/edit]
This was a damned good time. The little voice bits you did really add to the comical nature of the game. I would love for a few other attack possibilities, or perhaps some dodge function.
"Would you mind reading this, I dropped my glasses" ... *start beating old lady with a bag* ... "You should meet my grandson!"
Gorgeous work haha. I found all the goods on my shopping list and would make my way into your next shopping emporium :)
Thank you for the feedback and for trying it out! I agree completely that this game needs a much more involved tutorial with a higher degree of interactivity. I totally pulled an all-nighter to squeeze it out before my shift on Wednesday (hence that horrible audio glitch and the objective not telling you how many hourglasses you have :P), so the tutorial popups were a desperate final attempt at giving the player SOME direction. Thanks again Lambduck!



