Please add a Linux download as well... ;)
heckert
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Actually I added keyboard primarily for debugging at first, then I added the diagonal directions as well... With some ideas I have for expanding the game concept, I'll likely abandon having multiple trigger buttons anyway.
The timing between the player interactions and the flies is a bit fragile, indeed. Good thing it errs on the players' favour :)
The corners could be a bit "rounder" so you wont get stuck so much when you didn't move all the way to the side or around a corner...
It was a bit unclear to me if any of the items collected are active and you need to select one of them or they're all passive and apply all the time...
The combat is nice with the various options but at some point it's lacking some new element/feature that better indicates progress.
For a while I thought the skills were capped at 9 but when I expected the last one to be increased a different one was selected and upgraded. (Yeah, I preferred randomly getting +2 over a more curated progress :) )
The second level was rather large compared to the first one, not so tiny at all :)
I had some ideas on that or how the base mechanic could be adapted and used in a different game context.
For the jam I just had to settle the scope for a viable core game-loop. And with the progress blockers during the jam (like the weekend event I traveled to), I just managed to get (most of it) in place before the weekend, complete the missing essentials on Friday evening and then had just a bit of time for polishing at the end. I certainly could have used more time for that...
In the very late end-game, when you've got all improvements permanent already and the game just drops generic bonuses, if you do it a few times and your health is 500 or more, at some point it plays completely automatically and all you need to do is confirm the next bonus step...
Otherwise it's an interesting rendition of a Vampire Survivor/roguelike game that shows that player movement is actually not needed.
Zooming to full-screen left me with some part outside of my screen (2560x1600) to the bottom and right sides...
Villagers eventually got stuck with their tasks although there were still things to do for them. It seemed like they forgot what they were wanting to do in the middle of the way (still shown as running, but staying in place I guess one reason might be they picked the same resource to harvest or gather and when the other guy grabbed it they lost their target.
Sadly, sometime in the endgame (only one more quest to finish) it froze and I had to reload the page, losing everything.
Apart from these technical issues, it's lovely. I wish there were also multiple different sprites for the villagers as indicated by the title card. Also, it might be useful if you could select a specific villager and assign them a task (or at least put them to idle and clear their memory; it seemed just putting them all to idle and then going back to the same assignment didn't change a thing and only when I gave them all a new assignment and then switched back did they get back to work...)
Seems you may have missed the penalty rule about active volcanoes, then :)
I got a score of 98.
My only gripe is that it could have used an English translation as well... But once you understand the basics of the rules (place matching colours adjacent, if possible have animals in the fields (for bonus points, and also to listen to their sounds), avoid active volcanoes), it's not difficult...
Nice music, and good it's off by default and a choice to turn it on.
One can always target a field (if not in cooldown) and then try to hit. If you can magically spawn a fly into existence by hitting an empty field, that would be a bug (and not a fly).
Maybe in a future expansion it could be you actually move the frog between fields, so there is no need for an extra cooldown if instead one can only catch a fly if on the same field.
Why is there no WebGL build, did you use C#?
You may want to give the game's page some love with some theming
What's this?
> ERROR: Cursor image too big. Max supported size is 256x256.
> at: _get_cursor_image_from_resource (servers/display_server.cpp:1244)
The hand you're moving is flickering very madly on my machine...
OpenGL API 4.6 (Core Profile) Mesa 24.2.8-1mx23ahs - Compatibility - Using Device: AMD - AMD Radeon 780M (radeonsi, gfx1103_r1, LLVM 15.0.6, DRM 3.49, 6.1.0-33-amd64)
CPU:
Model name: AMD Ryzen 9 7940HS w/ Radeon 780M Graphics
using the integrated graphics, on MX-Linux running KDE for the desktop.
I guess I will have to try it again when I'm back home, on the other machine...
Very responsive controls for WSAD+Space. Gamepad sadly only reacted on Button South for shooting.
When you click on the in-game settings menu, clicks still trigger a projectile (and you may want to pause all the game-play while the settings are opened)
I wonder if the planets (there seem to be just 6 of them though the description page mentions 12) are somehow suspectable to asteroid impacts at all, anyway..
While charging a planet's shields at one place I was pushed out of the planet's vicinity from an asteroid and the charge up routine started again in parallel... if you dropped out of the planet's orbit it should probably be interrupted and then restarted when you get back to it,,,
I loved the scenery (the place seems to be really vast, but maybe it isn't so much and it's the planets are really tiny :) ), and the sound track very much fitted the more sedate and relaxing game-play.
There could also be some interesting outcomes (achievements?) like getting rid of all rocks, and possibly doing so while not getting so close to any planet that you deployed any of the shields. :D
Interesting puzzle/story platformer.
One thing though, since all other movement is by keyboard, there should be a keyboard button as well for moving the story forward when the "click now" hand appears.
In the first room at first it wasn't clear that the room's wider than the screen, so that might be visible more clearly...
I like the way for your resource gathering and that the garbage after some time sinks into the ground. It's a bit difficult to get where to click on the bottles though (or rather which part of the cursor is the trigger point).
And it seemed that when they start sinking they're not clickable anymore. This could need some extra feedback.
I liked that they got announced through their shadow.
After the big bag arrived the performance tanked quite a lot, though...
Q/E for switching between your units wasn't s obvious...
For some reason the BG music was scratchy on playback...
You mentioned the mechanics for spawning new enemies was broken... Otherwise it might be a good idea to recognize that all of them had been slain and call this the end of one battle and have a new one start...?
Oh! And that effect where you went in and out of her mind was amazing!!!! I need to learn how to do that.
From the technical side it's not that hard to do (the Turn-Based Strategy course for example has something similar when the view focuses on one unit while firing and then back to the player's perspective). The hard part is coming up with when and how to make use of such a thing...















