Thank you for playing it! Might have gotten a bit to frustrating at parts :P
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I like it. A good, short-experience of a person in a seemingly depressing life. The game is a good length for a jam! The text presentation was what really made this go together, with the words sometimes moving gave a good feeling what the character felt. It was however a bit frustrating with the text, as I was clicking to walk as fast as I could I sometimes clicked away the text, missing it or almost missing it at times. More focus could also been given on the text, having even the speed in which its presented showing his mood, and having more dialog on things in his house on in-between the workplace.
The job (game-play) itself is nicely "pointless", while still giving a clear direction to the player to complete. With the monologue being controlled by how many folders I picked-up, i also wanted to pick-up more too hear the rest.
The presentation works very well with the theme, simple and very bare. A lifeless feel for what the character is probably feeling. I'm also not too bothered that there is no sound, in a way its kind of good that its not here. It might have added to too much "life" too the world.
Something that could have spice-up the game length could have been to add a random-generated floors to the office, and for every day that passes the floors increase by one. Making every day longer and longer with more "work". Obviously, this requires also maybe that the dialog changes a bit every day, but you could easily just have him become silent after a few runs.
I enjoyed the dialog itself quite a lot overall. It was a god way to get more and more information about the character by random thoughts, without ham-fisting me his backstory via a info page or intro.
Great Job! Cheers.
One of my favorites! And while not the most interesting gameplay, I found the idea itself very enjoyable. The game fits the theme very well, with you just being one of the many fighting in a series of ultimately pointless battles, even more so because you even get to choose what side to be on. There is no greater evil, epic quest or honor, just survival of your team.
Its the small details that I like the most, how the camera it smooth and got a nice zoom-in, the basic but funny walking and fighting animations, and lastly your weapon gets upgraded in increasingly odd ways.
I have very little to add because it fits so well the category of a small-jam game and its theme. Its a good length just too sit down and play that does not overstay its welcome, so it does not require for example: more complex combat mechanics or unit types. Its very nicely presented and has a fitting style.
One option could be too evolve it by adding more levels and mechanics, but that's at the risk of loosing the point why the game was made, and just transforming it to just another battle simulator.
Another thing that could be interesting would too add a "story"-like layer in-between the combat rounds, with the character getting increasingly aware of his situation. Its a bit cliché, but I think it could add a bit more context/story.
Great game! Love to see move. Cheers.
The best part of the game is the end, a nice twist for a small game (and two endings! I'm personally a fan of a "lose"-ending as well). Love that. The character style reminds me a lot from the rather "modern" pixel-styles like: Papers-Please, Superbrothers: Sword & Sworcery or Kingdom: New Lands, which is great as I feel it pushes the style further. The environment is a bit basic in contrast and I think it would have been great with just some more static details (nature, rocks etc.), this would also help with navigation as the different screen have very little differences.
The game-play itself is a bit basic, and while I like the combo attack (the animation looks great!), it lacks depth. I get that the focus of the game is more or less the endings, and the point of the fighting is too support the story. But because you made the game quite longish (for what you can do), it really feels like the combat should have had more depth, and the game ends up feeling like its missing something (how the combat can be improved I think you already know, so I will skip that). I also would have liked too see a lot more more clues to the story within the game-play. Like the characters you are fighting might say something at times, or there are notes and/or things that does not look right in his hallucination.
My point is basically: If the main point of the game is its endings, informed by the context the player finds him/herself in and there are few mechanics or clues: keep it short. You want to avoid the player feeling repetition or that the game drags on.
A nice game with a twist! Fits the theme well. Hope too see more. Cheers.
Was fun to write! I enjoy testing others game almost as much as making my own :) My writing is a bit wonky so I hope I made myself somewhat understood. Every game has a potential to become a great game, so its all about improving and taking what worked or could have worked and testing/playing with it in new ways. Looking forward to the next one! Also liked the dev-logs, shows the ambition and made me actually take a closer look and try it out and write about it.
So, played it for a while and watch part of your last dev-log, so got a good idea where you are at and if I missed anything of the game. While a good effort, I cant say I like it, as its missing a bit much. So here is my critique.
The combat, the entire game focus, is sluggish and boring. You only have one melee attack that's difficult to see as the camera is zoomed-out so much and the animation is a bit too subtle, the attacks themselves also feels very weak and does not carry any weight when used. The enemies are a even larger problem, its difficult to see when they hit you (I still don't think I have seen there attack animation) and they quickly clump up together in a pack, so the main tactic just becomes a hit-and-run affair, and without a range weapon option that quickly gets tedious. The physics seems to be a bit wonky as well, the enemies kind of "mash" together and kind of "jitter" away when you hit them. I otherwise think the melee knock-back was a good choice, I just wish there was more too the combat. A easy addon would be too make more use of the knock-back effect is by adding traps/pits around the arena so you could push them in too them, that would also make walking around the area more interesting for the player.
The power-ups are very standard. All of them seem to increase your health, with the gold ones giving you max health. I don't like the gold hearts, as it gives you the potential to drag on the game on way to long. Gaining max health also has the potential to make the enemies less and less threatening (Im guessing that there might not be a limit to how many enemies can spawn tho, so I guess the enemy numbers adds too the danger later).
I did not know before watching the dev-log that the blue hearts gave me permanent speed, I get that the effect stacks it gets more useful with time, however I feel like the game is not really made to be played for that long. Think about adding a time-limited power-up instead that gives the player a very strong power but that only lasts for a short period make it more fun and, even if it's on a time-limit, feel more powerful for a while. I do like the bomb pick-up, it is however, very standard.
I would have loved too see a lot more effects from the enemies spawning and dying. At the moment a new enemy spawn the moment one dies, and its very unsatisfying. It kind of makes it feel like the enemy i killed just resurrects instantly and I have made no progress. Add a small pause before the next spawn and have a nice "poff!" particle effect when the old one gets removed and a new one comes in would be nice.
Also, an idea to make the enemies more challenging and prevent constant kiting would be too have them gaining speed the longer they live, making it important to kill them off before they get to fast.
Anyway, a good job for the jam, hope to see more! Focus on the gameplay aspects more and make better games :)
A fantasic game, I think it can easily seen as the most complete and well made game of the jam and also one of the most fun. I had a blast playing it, I am however also a sucker for this type of gameplay. A puzzle-platformer mix with a fun gimmick just cant go wrong.
The game itself fits the theme well, the tube mechanic is fun, while not overtaking the entire game/overstaying its welcome, but instead you let it be one part of a whole, mixing in other fun mechanics in it.
I can go on a lot of just how well I think this game is made, so I will: The presentation is super smart, a one color theme makes it very appealing and is perfect for such a short jam and you still managed to add so much detail. The environments are still very clear too there function and there are some nice effects! The move to have the character have a "placement" hint in front of him is such a smart detail that I would not have expected in a one-week-jam-game, things like that is usually added later, and just adds the the polished feel. The soundtrack and effects both fitting of the pixelated style. So all around, the presentation is awesome.
If there is one thing I don't like about the visuals is that the main character is a bit boring, its just a basic robot. You could add a bit more character to what he is, or WHY he is doing these puzzles. For example: in the puzzle platformer "Offspring Fling" you have a basic narrative/context to what your doing (saving your offspring) and it gives the entire game more purpose and incentive for the player.
The levels are mostly well done, with a good amount of challenge (but as you mentioned yourself, they are not balanced, I think the third-fourth level or something that's really evil, its filled with spikes and you need two blocks to get to the door at the top, a bit early for such a hard challenge). A tip when you balance levels would be to count the number of dangerous actions (actions that can get you killed/fail, like jumping over spikes etc.) the player needs to preform to solve the challenge. The higher number, the more devastating a fail will become as there is a lot of stuff to redo. Its a simple way to gauge to how difficult a level is (its still very much based on the level context tho, as some actions can be more difficult then others).
Other then the level balancing I don't have much else to say about the gameplay, its very well made. The controls are very snappy and feels good, it always feels like its my fault if I messup (however, some spikes are a bit close to one another). You have a good number of different mechanics, and add more to keep the gameplay fresh in a good pace. You already have a lot of levels, but each mechanic can have a few more levels with them before adding more challenge types. Also, great job having a "intro" level for each challenge! A great way to introduce new stuff.
Hope to see more! Keep at it. Cheers
I love it! In my opinion one of the best games in the tube jam. The story is so dumb I love it, and you pull it off great with the presentation and the continues use of a similarly ridiculous "tube"-themed world. The art-style is great with the 2D stickfigure faces and the simplistic style of the world with a surprisingly amount of details and locations. Great job on the level-transitions as well, it all made sense and was a great way to use the 3D perspective in the game with otherwise 2D-gameplay.
I am also very impressed by having a actual opening sequence! That's some ambition for a small Jam game. I love the extremely wonky "animations" of the characters, as it just adds more too the strangeness of the world. My only gripe is that it felt at bit cut-off from your starting position, as the other are just gone when you start playing. It would have been nice with them basically telling you (the character) that your on your own, as it feels a bit odd why you would even leave your bed with no legs in a hospital in the first place if you did not know what happened.
With the world presentation is as it is, I also love the equally "terrible" gameplay (and with that i mean awesome gameplay!). The wonky and "bad" controls are whats becomes the challenge itself and is just fun. Its kind of a badly done "Octodad" or "Getting Over It", where you just flail your arms around to try and get somewhere. You even had the time too present some nice in-game tutorial clues and some nice physics objects too throw around. While I enjoyed just moving around and there was some challenge in getting up on stuff, It would have been nice with some more actual dangers, like some basic platforming or having to time your jumps, maybe avoiding a car/train etc. As long as the reset time is not to bad if you fail, there should not be a problem to have a fail-state even with the "terrible"-controls.
On a last note, its really missing a soundtrack and some effect sounds, its what really would have tied the world together. You could have also added some nice background-character reactions (similar too the cut-scene) that talks to you as you move around.
I would love to see more in this style! I have skeptical about the game until I played it, give me more :)
I don't know if there is some mad genius to the hole thing, but I found it very very confusing. First of it strait out did not work for me when trying it on the Firebox browser, could not move or anything. Then while playing it on another, the hit-boxes seems completely off centered to the left, so most of the time I end up jumping strait through the platforms, missing the coins and then (I think) landing on spikes. The pipes seem to take me all over the place, I had no clue where I was, if I move to another level or maybe died. For me, its was almost unplayable.
Still, there is something there, if I discount all the technical issues, it seems like a nice concept. Like the almost "Cube"-movie vibe with different rooms with spikes/dangers that you need to avoid, while trying too navigating a quite confusing layout. I think a interesting way to expand the level-concept would to have a Metriod-like map that you can activate too get a overview what room your in, in relation to the other rooms. Making you able to use that information to know what direction you should try and move and progress.
Other then that there is always the more obvious improvements, such as: more danger types, more levels and more sound and visual effects etc.
It needs a lot more work and testing, but there can be something here. Good job. Cheers.
I should start saying that I am not a fan of "idle" games like cookie-clicker and the like, but I gave it a try.
Its alright, I think I have seen similar idle games where you could move around but don't know what components you used from them. But in any case, I liked that you added more point to it then to just walk back & forth (in till you get the magnet-upgrade). The mini-game aspect is something that could be built on a lot more, having several smaller games that activates and gives you bonuses or unlocks certain things after completing them. The one mini-game I tried so far so however, a bit boring, and easy? It might be because I was playing full-screen, but it was VERY easy to dodge all the balls for a long time (way to long, speed it up).
The bonus "credits" Mario-ish-pipe was fun! And that could be backed in-too a lot more in the game! For example: I found having to use the mouse to select things rather unfitting, as the main focus is otherwise to move your character. So why not add a "shop" pipe, that takes you to a area where you can use your character to walk around and buy things? More stuff like that basically. Maybe show a Bank-vault that shows visually (and not only with a number) how much cash you have managed to gather? etc.
Its presentation is at least mostly functional. I don't mind games keeping it very simple, but with the gameplay itself already being rather basic (or not always that interactive) I feel a stronger focus/care needs to be made for its presentation. A large incentive for me to keep playing could have been to see what these different upgrades look like! More then just give me more cash.
Also a note: The game kind of gets really messed up in a large fullscreen. The icons are invisible, the text is tiny and in odd places etc. You should double-check what happens to the UI when using different resolutions.
Hope to see more! Cheers.
No problem! Sorry for sounding so harsh, but wanted to give my honest perspective. And while I did not find in that fun to play, its a very impressive/complete result of such a short jam. There is one every week so do grab another one soon!
I have to be honest that I only played the first and part of the second level because the main part of the game (collect the tubes to the hideout) was so boring. I like part of the idea, the "you drink add tubes to gain effects/powers" has potential and I feel that should have been the main focus for the entire game. At the moment its just a rather tiresome grind getting to and dropping of the tubes, while the effects the gain never really give you anything noteworthy to make the collection easier/faster. Also that you can lose because you drank one to many potions adds even more annoyance as that's the fun part.
The levels are uninteresting and un-challenging, with no incentive to look around more then to find the tubes. I think even a simple "Go-fram-A-too-B" game-play would have been more fun with the mechanic of just the tube-drinking, adding power to make it easier for you to jump platforms, maybe walk on walls etc.
I otherwise like the character-design, it looks great! and has a functional walking/jumping animation. The level however lack that same visual quality, its also all green that does not work well as a contrast to the main character.
Its a game that has ideas that can be made into something greater! So a really good job in the end.
Looking forward for more! Cheers.
I enjoyed it! A nice Wolfenstein 3D inspired shooter that fits the theme. I like the color choices and the mix of pixel and 3D esthetic, it works well. The music is acceptable if a bit to hectic for my tastes and the pace of the game, and there is at least a gun-sound! Good job!
The enemies are thematic, with a good selection for the time you hade to make this. They come in good numbers and damage values. They are however a bit annoying to fight at times, as the melee enemies had a tendency to walk almost inside of you making you have to awkwardly strafe or back-up to shoot again. Also, they do not seem to be a "true" billboard (not always facing the camera), so sometimes they "disappear" because I'm looking at them from the side. I liked the Gun-rats the most as you where able to dodge there shoots, making it possible to "Matrix" your way through the level.
My largest issue I have in general about the game is in the controls. Wolfenstein, if I'm not completely off, is basically a 2D game that's presented in 3D. So you could not aim “up/down” and the level itself could not have any height differences. In your game you seem to base the level-design a lot on the style of Wolfenstein. As such there is little point to WHY you can aim up and down to begin with in your game, as the aiming only has basically two sweet-spots that you need to constantly try and aim to (down for the rats and slightly up for the bats), it makes the “aiming” part feel rather unnecessary and a hindrance rather then a upgrade from a Wolfenstein style FPS. I feel like there must be a better reason to why I have such freedom to aim and right now the levels just does not support it.
Simple solutions to this could be to: Add interactive buttons that I can shoot on strategic places on the ceiling/walls, have enemies that are more extremely places or have more sweet-spots (head-shoots etc.) or just add some height to the game (Some of these do however take away from the "Wolfenstein" feel.)
Side note: also not a fan of a having to use a controller in a FPS, would have loved the option to use a mouse and keyboard.
Also, on the topic of level design, I did NOT like the last level (what I thought was the last level, the one with the metal-walls). I don't like getting swarmed with enemies as soon as I spawn/start on the level. Do add like a door/safe-room at the start of the levels so I can prepare myself and "start" the next level when I feel like it.
Other then that, we have the more obvious improvements: Add more guns/enemies, make the levels more fun to explore (add keys? secrets? buttons? etc.), add more thematic props (boxes feel way to much like a "filler" prop) that can help you navigate., more sound effects when stuff happens etc. the list can go on forever.
Was fun to play! I actually tested to make a play-recording for the game, but the sound got messed-up all the time so had to write everything instead :P
Very cute. Great art and fitting sounds and music. I found the game-mechanic fun for a otherwise very basic plattform and came to enjoyed for its simplicity :)
It reminds me a bit of a grappling-hook mechanic, in games like Bionic Commando. However I'm not so sure if it was the right choice to also make it the offensive move, as removing enemies got extremely easy to the point that they felt rather pointless. I get that its not suppose to be a hard game, but even cute games can be challenging (just look at Yoshi's island). If using the small rainbows gets you higher up, a classic Mario stomp would have been a more fitting fighting move.
There is also the issue with infinite rainbows. Right now I can just spam rainbows, taking a strait path up. There is no challenge in that, so the very environment, while good looking, becomes pointless. Instead maybe having a X nr of uses of the rainbow, that then only recharges when you stand on solid ground (or go next to a certain object?). That would make you have to try and plan your way upp from platform-to-platform and make the environment part of the challenge.
Also, as the game is mostly vertical, enemies that have a flying or a shooting move would be cool to actually challenge your climb up, as the current land walkers do not pose much of a threat.
Aside from that, the game could do with more tweeking. The controls/movement in general where a bit flimsy and there where some gaps in the art (like the black sides).
A fun game, looking forward for more!
Lets be honest, the best part of the game was the art and even that needs more work, like colors and most of all: Animation. Without it, everything felt like static cutouts that while visually interesting, lack any personality and felt very misplaced without context.
I don't want to sound to harsh, but the game lacks way to much in good basics. The controls and the movement is way to flimsy and feels bad, the shooting is lackluster, the AI non-existent and the level itself is just... plain and barely functional.
As mentioned, I find that the art seems to be the games main focus and because of that I would recommend a game-type/genre that's just easier to make then a 2d-plattformer. Like a auto-runner or a top-down shooter of some kind, of which you can find tons of tutorials everywhere. Or just make a purely story based game, something like a interactive comic that puts the art at its full use.
In the end, I'm just throwing out suggestions, so take from it what you will. It is your game :)
Hope to se more! Keep at it.
A odd game, and while I did not find it very entertaining, I can enjoyed the idea itself. The presentation is alright, if a bit plain. The "mode-switch" kind of works, but its a bit difficult to control, as you don't se that far away you cant really "plan" instead only react and switch to the best option.
Keeping a constant high speed felt like it should have been the main main part of the game, even three of the four mode-options is about speed. But to actually defeat the enemies you have to use the much slower "charge-up" option making it feel very counter intuitive and making the other speedy options feel only like escape tools.
I think the core of the game should have borrowed more from racing games, where the main point is to be able to maintain your speed on the track and direction on the map, keeping the player wanting to switch modes to always maintain the best possible speed depending on the terrain. I feel the goal should also change, as trying to chase these blobs was just not very fun, not to mention it was difficult to even know where to chase them after you reached max power as there where no indication where they where on the map (at least I could not figure it out).
The side swap was also a bit sloppy, as the teleport and camera movement got very disorienting, might have been better to just have walls around the place.
In short: More about speed, less about trying to find a sweet spot to charge-up and then chasing elusive enemies.
A good submission nevertheless and hope to se more.
Do add some screen-shoots of the game with the submission, always nice to get a glimts of what game your going to test.
I got around a 1000 in score. As a basic endless space-shooter its alright. You have a surprising amount of enemy and power-up variety which is nice! They however don't have any connection to the theme or with each-other. Battling skulls, UFO's, Demons and Ghosts with a Unicorn that I think shoots candy? Its all a bit odd.
I am impressed by some of the power-ups and happy that there was so many of them, the rainbow laser being my favorite, with the black-bomb one just being a very odd choice for a power-up to a unicorn. While power-ups are always fun, I would have liked to have a ammo system rather then having a timer on them, it felt a bit sad to get the rainbow-laser-of-awesome just to have very few enemies spawning during its duration.
The game is in great need of more audio and visual effects. Right now, as there are no effects when destroying something, no music to set the tone, and very little indications to your progress. It all becomes quite flat and uninteresting, as there is nothing that ties the odd visuals choices together, and the game becomes a bad kind of random.
A nice entry nevertheless. Hope to se it improved and more games in the future!
Got around 2530000 score, the "hug the bottom right corner" was a winning tactic. Really good unicorn visuals, had a laugh at the wiggly legs when the rainbow-vomit activated. That most of the sound effects where self made also makes it so much better. The auto fire, and the cone effect is a nice focus and with the super-fire it represents the theme very well.
Obviously it can be a better shooter then right now, with more variety and maybe level-based instead of a endless shooter. Also not a fan of the color choice of the background. It makes it very difficult to se the enemies and the unicorn bullets (and the pixel art is the strongest part of the game). It would have been better having a stronger contrast to the moving sprites.
Also might want to slowdown the enemies, they are way fast right now.
Great work. Looking forward for more.
Played it for a while, Its alright. A very basic runner-game, complete with sound-effects/music and very nice thematic visuals. The jump does however feel a bit sluggish/wonky and could do with some tweeking, its also quite difficult to se what is the "correct" landing area for the platforms and often what looked like a good above/on landing still resulted in my death. Speaking of the controls, why can you move left & right? it auto-scrolls so seems completely unnecessary. Also, add the ability to press Space to play again after a game-over. Its a game where you restart a lot and having to click a menu button got a bit irritating.
Adding some more challenges would be an easy upgrade for the game to make it more interesting, there are a lot of runner games to take inspiration from.
Overall, a nice fitting entry.
Finished it. A very good looking 3D game for the time-frame, the effects are especially impressive. It was fun to se a 3D puzzle game that used mirrors and lasers for the puzzles, and the controls to aim them was easy to use. The first-person control was a bit clunky but you had my favorit feature in a fps game: You can walk ANYWHERE, no invisible walls or other stuff, was fun to jump around and explore the little floating platforms.
The puzzle itself however, was very lacking. While it had a very clear goal: Aim the Lasers at the correct crystals using the mirrors when needed, the activity to do so was boring and mostly archived with trial-and-error. Because all the laser are below the platform and the crystals very cluttered, it was very difficult to see what your aiming at. Some lasers you could stand on the large platform itself to aim, so no problem there, but some you had to walk down and try and se if you hit the right crystal, but it was more or less impossible to se the crystals or there color from off the platform. The puzzle logic is also just a bit too straitforward and could use a few more layers to it.
In the end, I feel that it would have been better to divide the map more, and have a separate mini-puzzle per laser instead of placing them all together. Also maybe having a mechanic where some lasers open/activate other mirrors, so the goal is not only to aim all the lasers in any order, but to also use them to make it possible to use other lasers.
In the end, a game with great potential with further development.
Woho! Played it again, my followup thoughts here.
The stuff I like remains the same: Good visual design, especially the unicorn and its animation, good music and fun with the bullet effects.
The game seems a bit better in some aspects, with more levels (made it to level 5, I think), however they feel a bit unbalanced now, level 2 felt way harder then 3 or 4.
I think my biggest issue is still the level design. It really needs more polish and more play-testing. There where quite a few places where you had to do a "jump-of-fate" and other where those splitting Ball enemies where places so you could not pop it without having the smaller spawns land in your face. Also some levels you missed a block placement, making you fall endlessly. I think I could be more forgiving of the level-design if the jump control wasn't so unresponsive at times, making you just dive to your death. Combined that with the instant-killing spikes, and most runs became very frustrating with just waiting for a jump to not register.
In the end, a game with potential as a quick-play-plattformer if it gets more polished.
Gave it a try, and have to say I don't get it. While its ok looking, especially the unicorn and the monster design, the "game" part of it is lost to me even after reading the description.
I can find visual games quite ok (basically games where you don't really have any "game play" more then moving around and maybe a few interactions). But sadly, this game gave me nothing.
The Unicorn and monster have no visible relation between one another. If, as the description says, you "paint hope into the dark fog" etc. there must be something more then a color change of the stage, you get the "paint" part, but where is the "hope" or even the "fighting" represented? There must at the very least be some feedback/hint to what your action does, otherwise it gives the user nothing to read in to.
For example: Make the music faster/change the more squares that get colored. Have the monster in the back react to the colors/changes. Have him try and make the square dark again after a while. Something that at least gives a hint the context if the entire point of the gameis its background-story . You should not have to read a description of the game to understand what your trying to accomplish.
Aside from that the controls are a bit sloppy (the movement should be aligned with the squares on the floor), the unicorn could use more animations (a simple one like the monster behind it would have worked).
Still, big props for making a game! Also this game-type is difficult to make in the first place, so looking forward to se if you can revise the format and make it more interesting.
I always enjoy tactical games and this has potential. A fun theme with the jellies (would have liked if there skills where a bit more thematic). Its a bit unforgiving and the pause/controls could use a bit more fine tuning.
I like the idea of taking the old game of snake and combining it to a dungeon theme, your game is in a way similar to my own. However I felt like there is just something missing to make it more original, at the moment its just a more fluid snake game with a bit of a dungeon theme. It would be nice to have more elements typical of a dungeon to spice up the game-play.
Love the idea, monster creation in a Dungeon Keeper-style game? Whats not to love? Still, what you have is a great base of a game, but it lacks all the important stuff around it. I think that's rather obvious to what so lets look at what you have so far.
I enjoyed the variation that I was given, but felt needlessly hindered in my creation of monster by forcing me to have at-least 1 eye, body and leg. If I HAVE to have those 3 no mater what, why not already have them placed on the mold? Also, was there any difference where I placed the body parts? If not, It should, otherwise the 3x3 grid has no point other then for the visual-flair.
It was also rather annoying that the monsters went strait up after killing the visible knights on the field, it would have been better to have them go back to the center and only react as soon as a knight is at least visible. Connected to this issue is the effects of the body parts, its interesting that every parts have a purpose and gives a bonus if you have more, however because of the limited build space it felt pointless to have more then 1 leg and 1 eye. In the end after killing a visible knight, the monsters just clogged the entrance anyway and stopped moving, so exchanging legs for more life of damage was always better. Also, having more legs actually made the shooting part worse as the monster stopped shooting when in melee.
Hope to se a more full fledged game in the future! So for the most Original I have played in the Jam.
This has great potential. The idea reminds me of the game Hammer Fight where you need to swing a weapon around to do damage. At the moment the game is obviously very incomplete, but feels like it can be easily expanded with a bit more weapons, enemies and level. The simple presentation also works great! Hope to se a more refined version!
I enjoyed it for its solid base idea, but i feel like its missing a few elements to really lift it to its potential. For example: enemies need a bit more AI variation, pick-ups (like health) and maybe another trap type. It would also have been nice to use the traps against the enemies!
Other then that, the game looks very good. The arrow abilities had a good variation making me want to clump-together the enemies in good ways. I would have liked to put a bit more focus on the regular bow attack, like the ability to move 50% slower when aiming? as the game revolves around kiting enemies it would fit.