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Jaco van Hemert

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A member registered Apr 04, 2021 · View creator page →

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I couldn't for the life of me manage to recreate this bug. There's one place in the code that could theoretically be causing this (not likely though), and I've fixed that. Also changed the compression for the build, since that's caused errors in the past. I.e. the new build I've put up may be free of this error now (though I can't test it myself).

If it still happens, can you also let me know which browser you're using? Just so I can try to match the conditions as closely as possible.

Oh, that's strange. Do you have a 16:9 aspect ratio screen? And what browser were you using?

Ah, that helps narrow it down; I'll investigate that! Thanks!

Thanks for the report; sorry about that. Do you happen to recall what you were busy with when you got the error?

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I managed to get to 2 days left with 4 pineapples and 4 boozes and like 15 slots, but somehow couldn't manage to get more than 3 pineapples into our intrepid hero's mouth, both days. Sad times.

I liked the variety in options for the fridge contents (though I'd have liked to be able to remove some from my deck). Here's some nitpicks:

- The eating animation is a bit slow, especially when you have like three rows of food to eat.

- The wording of the burger is a bit vague; I thought that each burger would be worth the amount shown, but it seems like it's in total? But then for e.g. 3 burgers giving 8 cash, it means two have to be worth 3, and one worth 2, which seems needlessly complicated. Feels like the simpler explanation would have been to have each burger be worth the number of burgers that were played out (e.g. if you played 3, each burger is worth 3). I think that's basically the system you have (other than the rogue 3 burgers = 8 cash one), but the explanation could be much simpler.

- The fact that the day immediately ends at the last placement is a bit annoying. Probably only the salad is relevant here, but I could have e.g. cleared out a slot if the last one is a salad, but the day just ends, so I can't.

- I'm very risk-averse in games like this, so take the following with lots of salt: I'm not sure about the binge mechanic. While there are some mitigation strategies (i.e. the salad and mushroom, and picking with booze and hotdog), the cost for them is too high. E.g. the salad's removal effect is nice, but because it does nothing but uses up a slot, it's a net loss, except if you need to remove something for the binge issue, but even then, the cost feels very high. And so, the binge foods don't really seem worth buying, because the downsides are huge, especially as you get more space, and the ways to combat the downsides are themselves kind of problematic, in that they only solve the binge issue, but don't give you anything else. I feel like if the e.g. mushroom also gave you 2 cash, it would feel a lot more viable. But as it stands, I basically just never bought any binge foods.

Overall, I think this has a really good game loop and interesting decisions; great entry!

The animations in this are incredible -- I particularly like the goofy walk of the kaiju. It was great fun to indiscriminately destroy buildings as I proceeded towards my goal, and I enjoyed the little apologies I offered to the townsfolk.

I'd have liked to have gotten some kind of score / destruction counter or something for my troubles. I also tried in a second attempt to destroy as little as possible by weaving through the gaps where I could (and using the space at the bottom to avoid most of the big stuff), hoping to get a different ending, but alas.

It feels like there was some potential of making this a game about trying to avoid buildings in a tightly packed city, but also, the destruction is the fun part, so I don't know if that would've been good even, so maybe this is a moot point.

Anyway, nice game!

Great atmosphere and overall presentation. The art and animation are great, and the vocalisations for the troll and goats added a nice flair.

The gameplay felt pleasingly Papers Please with a cool twist. I liked the difference of seeing the silhouette versus a full picture, and that the things they say can be part of the clues as well; led to some interesting things to consider while I was processing goats.

One thing that bothered me a bit was the continuity between days. It felt like it was a bit inconsistent -- i.e. I was never sure what parts carried over and what parts didn't. I assumed they all compounded, but it didn't seem to be the case? At least not always. If they did, it was a bit of an issue that I couldn't look at the previous mandates, so I just had to remember everything, which is a bit much for my aging memory. It also wasn't clear if the default response is to eat or pass. I.e. if a goat doesn't match any of eat or pass mandates, should I pass it or eat it? My last meal and subsequent dismissal implies the former, but the concept of being a troll implies the latter. Perhaps something to consider?

Like others have mentioned, the delay between goats was just a tad too long, but nothing experience ruining or anything.

I assume the moon and the money(?) in the top right are things I just didn't get to? (I was fired for gross incompetence.)

Also, I'm not sure how I feel about the timer when you look at the goats. (Not that time was ever a big issue; I'm just speaking in principle here.) Obviously, there has to be some pressure for you to ever make mistakes, but I think I prefer the aggregated timer style of Papers Please, where you could make up for long checks with future short ones. But that might just be my personal taste.

Incredible atmosphere (having some echoey SFX would have elevated it even further, but I couldn't hear any sound other than the somewhat creepy music). The combination of the surreal fridge hole, the music, the lighting, and the setting of being in a well all work together so well -- very cool. (Also, there were trampolines, but they seemed absolutely useless at bouncing me, so I never used them for anything.)

I also liked the unorthodox tools; the knockback of the punching doubling as a way to get up a little higher was very cool, and the shark plank launcher situation was inspired.

I had some issues with the controls. First off, the jump felt a little too floaty, so I had some issues with landing where I intended to. (More on issues with landing on things later.)

I don't know if this is just me, but I had some weird issues with the mouse -- it felt a bit jerky, like it lost input every now and again, making it hard to make smooth turns. Ultimately it was fine, because it wasn't crucial to face in a precise direction. (My mouse seems fine outside the game, but it may still be a hardware issue on my end.)

Okay. The planks.

I really like the concept, and it opened up some possibilities that were interesting. However, I got unreasonably frustrated with the execution. It feels like the planks disappear WAY too fast. The sign says they last 60 seconds, but in reality they last only 6 (or 5), and disappear with no warning. This means you have very little time to aim your jump, land on the plank (which sometimes takes longer than you think because of the floaty jump), shoot a second plank, and aim and jump to that plank. It's doable, but feels very tight. (Part of this is the inherent difficulty of precision jumping in a first person game, so maybe just a skill issue on my end.)

If the planks were a bit wider and easier to land on, maybe this would be less of a problem, because slipping off the sides was a full-time job for me towards the end.

I (eventually) made it out to the top, and was met with more surreal stuff. Incredible.

Good overall experience with some frustrating bits (which may be the intended experience). Nice!

First off, incredible art direction and animation -- really impressive. Loved the grey palette and smooth movements.

The combat felt quite good, except for one thing that bothered me: If I'm fighting in front of me and I want to roll backwards, I often can't manage it, because there's an animation lock that feels like it lasts a little too long. As in, not having animation cancelling is fine, but here, after an attack, the character returns to standing upright (i.e. looks ready to do something else) but is still locked for a bit longer. Which makes the controls feel unresponsive (because it *looks* like the animation is done, but the character can inexplicably still not move). 

So having the animation (or just the controls lock) end the frame before he's back to idle would probably feel a lot better, in my opinion. (Especially with the number of enemies you have to deal with from multiple sides, and the fact that the combat feels like it wants you to do some precision risk/reward attack/dodging.) 

Nonetheless, I had a great time. Very nice! High score was 91 once I figured out how to deal with the big guys (but I was eventually overrun). 

Very fun, especially in the second phase! I think the thing that makes it feel good is lots of destruction, and the tight packing of stuff in the second phase made that particularly prevalent.

Great sound design and music for this; and the controls felt pretty good, specifically on keyboard (the acceleration in movement made me swap back to keyboard after trying out the controller, since it felt kind of laggy?). Jumping was fun, but I was disappointed when I got blocked by invisible walls trying to jump over e.g. a fence just because I wasn't big enough to break it. The pixel art is lovely as always, and I enjoyed the announcer voice lines!

While playing, it did feel like there was a bit of a conflict of goals. The premise appears to be that you're trying to get worms. So, I was mostly going after worms whenever I saw them. (And because they take a bit to spawn after you destroy a thing, it meant backtracking through destroyed areas, which means I'm spending less time doing the fun thing, which is destroying stuff.) So, I grew quickly, and eventually when the game ended, and I enveloped the earth with my mole arms, I got a score for the damage I did. But I could have gotten a higher score if I'd avoided the worms and only collected them after destroying everything I could. I.e. it feels like I'm being incentivised to not do the thing that the game is about -- eating worms. But maybe I'm misunderstanding the core goal?

Anyways, great job! (Also, I liked the little poem at the start of the game description!)

Did you put the locked dice in the wager box? From the screenshot, I'm guessing you made the wager with the unlocked die? If so, that's the issue; you have to put the locked dice into the wager box for the whole unlocking situation to work. Sorry if that wasn't clear in the tutorial!

First off, incredible pixel art and lovely colour palette. Really adds to the relaxed mood of the game.

I wasn't sold on the concept of having to catch the same fish twice, but it grew on me as I played and the crux of the mechanic became more clear. Though I think there's some tedium that adds a bit of annoyance to the experience. Specifically, when you snag a fish, you have to manually reel it back in really slowly; this especially tedious if you're hunting real deep for swordfish and the like. Having some kind of quick reel (since there's no mistakes that can be made or skills that have to be exerted) could solve that.

Also, the UI tells you the name of the last fish you caught, but it feels like it would be more useful to show an image so I can pick the right one. Most are pretty obvious (e.g. the swordfish and crab), but e.g. I at one point forgot which of the two little fish I'd caught, damsel or butterfly. Having a picture there would have helped.

Anyway, great game!

Amazing presentation! I also really like the double or nothing mechanic; using your reward to get better rewards fits the limitation perfectly, and it a fun risk/reward decision.

Controls were also great (loved that you could still slowly move while attacking; that felt nice), and the gameplay loop is satisfying.I was a bit bullied by the thousands of little spirits, but eventually figured out a kiting strategy, rather than trying to actually kill them, until I summoned the actual bounty. (Also, nice navigation assists; that was intuitive and felt good to have!)

Great job!

The concept for this is really good; I like the idea of switching between two skillsets ala Lost Vikings in a more action-based game. The risk/reward of stunning multiple enemies before switching is pretty cool.

My biggest gripe is the control scheme. Why is the switching button not reachable with either of the two hands I'm using to play? It feels like I need an extra arm. If I could e.g. right-click to switch, the interplay between the two characters would feel a lot more fluid.

Also, the moment speed seems a tad too fast for how zoomed-in the camera is. It's helpful for getting Maverick to the location when he's far away, so maybe just zooming out somewhat would be good.

It seems I sometimes took damage inadvertently (and initially, without realising) when I accidentally touched the stunned animal before hitting it (which happens pretty easily because of the movement speed). Maybe Maverick needs a bigger swing? But there should probably be some more obvious feedback that damage has happened regardless.

Had a bit of trouble with the controls (I generally prefer platformers to split the movement hand from the actions hand), but gameplay felt pretty good.

The double or nothing mechanic was interesting, though it took me a bit to figure it out, mostly because there's no indication that you've now gotten the doubled upgrade -- having some kind of message would probably be good for that. I ended up mostly avoiding the speed and jump height upgrades, since they seemed to be a bit detrimental, in that it makes it a bit harder to navigate between all the obstacles as things progress.

The shield seemed good, but I couldn't figure out where it showed how many shields I had left, so it was hard to keep track. I.e. a lot of my gripes are feedback/information that's missing. Otherwise, quite fun, and cute art!

Good implementation of the theme -- I like that it doubles your current money, giving the player a meta risk strategy of not buying upgrades for a few rounds together up a greater total to double later.

On to the combat itself: I would have liked to be able to attack in the direction of my mouse, rather than in the direction the character is facing, since most of the gameplay involves strafing the enemies, going backwards. Which meant that I keep having to walk towards the enemies in order to hit them. And since, in the first (and second?) wave, the big guys kill me instantaneously, so it's very important to stay far away.

This basically led to a fairly tedious optimal strategy of walking in big circles and chipping away at their health over time. I think a longer attack range and mouse-direction attacks would make this feel a lot more manageable.

Also, the big guys maybe have a bit too much health? It feels like they take too long to take down; especially given that they're almost guaranteed to be killed last and have a very simple strategy, leaving the player with a fairly tedious job of chopping them down one inch at a time.

Thanks for playing!

Agreed on the pausing. I think having a way to slow down and take stock would be a nice addition.

And good points on the death balancing. I'll give it a think and figure out a way to make deaths less game-ending than it is right now.

I'm glad you enjoyed it! 

And I hear you on the "rushed" feeling. I'll probably do an update later this week with a pause option like the commenter above suggests. That way, you can pause and catch your breath, read missions, etc., and continue when you're ready.

Ah, good catch! I'll squash that bug with a minor update coming soon.

Thanks for playing and for pointing that out!

Thanks for the feedback; good points!

You should able to cancel attacks by right-clicking. (I can't manage to immediately recreate your issue, but I'll investigate to see if I can find it. There is some weirdness with the attack selection not always disabling the other attack buttons, so maybe that's related.)

You're right about the attack patterns; I know them so well by now that I didn't think to show them. But I can do a similar diagram like I did for the movement to solve that issue, hopefully.

As for the movement after their legs are gone, yeah, I agree. It was something I planned to solve and never got to. I think limiting the amount of movements they can use per turn based on their remaining legs is probably the way to go. (E.g. if they have zero legs, they can only change facing with their move actions.)

I'll do a small update soon to implement some of these things.

This is really good, if a bit frustrating at times. (Got the infinite jump ability, which appears to be the end?) The second chase took me a finger-cramping amount of times to beat, and every time I finally get past the bit I'm struggling on, there's just another, even more difficult section. (I eventually beat it when I figured out that I should be doing the second jump basically as soon as is possible on jumps that are just out of reach for a single jump. That significantly sped up my traversal.) The blind jump at the end of that chase seemed a little harsh, but it is very epic when you do it the second time and get across, so it's probably fine.

Some specifics:

- Graphics are simple but clean and really good. The background works surprisingly well. Music is equally good and fitting.

- I really liked the chase sequences instead of boss fights; it feels very true to the rabbit protagonist (and reminds me of the first Ori's sequences). They were also well crafted, though the difficulty spike between the first and second was a bit wild. Still, very cool.

- On the chase sequences, I wonder if a quicker way to restart would have been good? Having the cat go past you and wait can sometimes lead to you being forced to go through the motions of executing a complex jumping maneuver right into its mouth. Which felt pretty bad. Like if it got in front of you, maybe there's an auto kill? Or a way to restart otherwise?

- I was a bit on the fence about the blind jumps between screens; it's very disorienting at first, but it does open up all kinds of interesting scenarios, so I ended up liking them. (Though the jumps up where you land on a platform just below the screen switch, but make it just over the threshold to switch for a moment, was visually a little jarring; par for the course for tile-based maps like this, but perhaps some edits in level design could have mitigated this?)

- The long jump power was cool! I liked that it was pretty versatile, in that it could be released while falling.

- I lamented the lack of variable jump height here, especially given the precision you require during chase sequences to keep to time. This could probably have been mitigated with changes in the level design. E.g. the jumps where single jump is not enough, but a double jump is way too much, were pretty frustrating. Not because it was harder, but because it feels like the rabbit is wasting time for no reason when a cat is chomping down right behind him. If those (specifically in the chase sequences) were all either straight single or double jumps, I doubt I'd have felt the lack of the variable jump height.

Overall, loved it. Wonderful job!

I made it through to what appears to be the end, based on some comments below (got the air element).

My thoughts:

- The environments look really good, and the level design challenges are great; I enjoyed them.

- The element switching feels cool, and I like that we have some idea of what is still coming (water and earth, presumably), but that there's also different powers that can be unlocked per element (e.g. both the dash / walk in fire and the fire shot).

- My single biggest gripe with this game is that fire pillars instant kills you (or does so much damage that I just died instantly every time), especially in a game where checkpoints can be way off and a number of levers could be pulled that need to now be repulled.

- I also had a lot of trouble with the combat primarily the sluggish feel / long wind-up that doesn't feel/look deliberate, but also the short attack range). I basically never fought the little horned dudes that chase you when you're close because once I start I always take damage. And the flying enemies are just as bad, given how much damage it takes to kill them. It makes it feel like combat isn't generally worth it.

- The bosses were great, if a bit frustrating due to the combat things noted above. There were also a few attacks that felt a bit blindsiding; e.g. the first boss's arms up maneuver that summons the flame floor felt like it had no telegraph at all and just happened instantly, so when I was next to him I just instant took damage. (Though, to be fair, that's not necessarily a problem, since I did learn my lesson after that.)

- The fact that you can't use lanterns again after they're activated feels perhaps a bit too harsh, especially in a metroidvania, where you're likely to go one direction and then come back the other way past a lantern, unable to heal up. It feels like no-heal sections should be more closely curated by the level design.

- I never really used the heal until the last boss, because I couldn't figure out how to recover energy. (After my first heals, I assumed it would be attacking, and tested it, and found it didn't work, because I just did a single attack, not a combo, another feature I realised later than I should.) I might just have missed the tutorial for that, so potentially just a me thing.

That's about it. Sorry if it repeats some things other people have said.

Overall, I really enjoyed this, and it feels really solid. There's some rough edges in terms of the character controller, particularly with stuff related to combat, but also with some quality of life platforming stuff like coyote time and jump buffers, but all that can be attributed to jam timelines, especially with how much content there is in this. Fantastic stuff; well done!

Thanks so much for playing, and for the kind words!

I note you mention controls and the jump as issues. Can you elaborate?

Nevermind3476 below mentioned the jump felt like it fell incredibly fast after the peak of the jump is reached; is that the same issue you encountered?

As for controls, did the particular mapping feel awkward in terms of hand placement, or did you have another concern? (Also, did you use a keyboard, or a controller?)

I'm not sure what was happening with the jump on your end; the gravity scale is indeed higher on the way down (to avoid a floaty jump), but not so much that it feels particularly crazy to me. Perhaps not having a terminal velocity is the culprit? Or perhaps you're not used to variable jump height in platformers (i.e. that releasing the jump key sets Y velocity to zero)?

Controls are always difficult to perfect for me; I can see where you're coming from with the awkward hand position. I just hate pinky-based buttons, so didn't want to use Shift or expand the ZXC to include a fourth pointer finger, but perhaps that would have been better. For interest and my future control schemes, what button setup for the keyboard would you have preferred? (The game also supports controllers, which may feel better?)

As for visuals, we like the style we ended up with here a lot, but I understand it's impossible to meet everyone's tastes. The stretched sprites are an unfortunate side-effect of trying to triage the remaining outstanding art assets in the last couple of days of the jam.

Thanks for playing and for the extensive feedback. I'm glad you enjoyed some of it at least.

I enjoyed this a lot! The atmosphere is nice and you've done a good job with the execution as well (in terms of controls and mechanics).

The character feels pretty good to control, if a bit slidey/floaty, especially with the grappling hook. But for the most part, the grappling hook works surprisingly well.

I got to the heart, but I think I may have sequence-breaked my way there, because I reset and only then got the high jump, etc. (This may be because you can essentially scale walls infinitely with grapple-jump combos.)

The story elements were nice and enigmatic, as it seems you've aimed for, and I quite enjoyed talking to the other strange people in the world.

Nice job!

This felt really good to play! I enjoyed it.

First off, the good stuff:

- The controls overall felt good and responsive (though some niggles mentioned below).

- The enemies have good behaviours and movements.

- The atmosphere of this game is phenomenal, and the art sells it nicely. (Other than the bee, which seems a bit out of place art-style-wise.)

- It's fun to play. It got frustrating in the way all difficult games do; once you get used to the move sets, it's generally doable and feels good to overcome.

Some things I had issues with:

- As another commenter noted, the really dark environment with black enemies make them hard to see and react to. If I were you, I'd make them a high-contrast color to the background, or at least give them a high-contrast outline. (E.g. maybe the infection/parasite effect is indicated by a saturated red outline?) Seeing where they begin and end is important for a game where touching enemies means damage.

- Not being able to roll in the air was definitely a source of annoyance for me. Later we get the dash ability that allows mid-air dodges, but it seems a bit cruel to make the first boss a flying enemy when you can't dodge in mid-air, especially given the difficulty / short response time for its attacks. E.g. if you're jumping to hit him and he begins his attack animation while you're in the air, you're getting hit no matter what.

- The controls mentioned on your game page doesn't match what's in game. (At least, not for the controller.) E.g. dash is noted as the east face button, but it's actually left trigger, and heal is noted at the north face button, but is actually the east face button. I basically only discovered that I could heal from the start of the game when I came to the comments to find out if anyone else was getting obliterated by the first boss.

- The heal/respawn point looks exactly like a bunch of other torches in the game, so it's impossible to know which one is decor and which is one of those.

- I think the difficulty curve is perhaps a bit too steep; hard to do a proper difficulty curve in a jam, but having basic enemies (that are also frequently summoned by the first boss) that need three hits to kill is maybe a bit rough, especially because they're flying around and can be difficult to even hit.

- The entrance to the part where you go to get the ledge grab (or double jump? can't remember now) has a blind drop into some spikes, which seems unnecessary. If I were you, I'd make sure the player can see the spikes while still on the ledge (either via closer level design, or with a look down functionality).

- Getting some indication that you've gotten a new ability would have been nice. I was able to figure it out via pressing all the buttons, but e.g. for a while, I didn't notice that I'd gotten double jump.

Bugs(?):

- After coming back from the ledge grab area (I think, or double jump), going back into the previous screen makes you hit something and respawn at the first bonfire.

- I got to the worm boss and beat it, but then the game just stays there. The worm explodes, but the emptied health bar remains, and the gates remain locked. I also don't think I got anything for it?

Overall, this is a great entry that I enjoyed a lot. It perhaps sticks a little too close to the Hollow Knight script, but it feels like there's some room for unique and interesting mechanics. Nice job!

Really good! I enjoyed the unique attacking mechanics, and the surreal nature of the world. I got very lost, and eventually ran out of time, so a map might have been nice. But at the same time, getting a bit lost isn't the worst thing, and it certainly adds to the feeling of time pressure, so maybe it's best without!

Usually I don't really like time limited games, as I like taking my time walking around and exploring, but reading your comments here, I agree that it gives it a certain novelty that I think I like.

The big problem with it is retaining players into a second attempt; e.g. after running out of time, I didn't really want to do everything over again, so I just stopped. This is where a map may have been useful -- giving you additional tools to skip the parts you don't want to waste time on. But there's a give and take there as well, so who knows.

Anyway, very intriguing; I may come back to finish it after playing some of the other entries. This is really solid -- good stuff!

Ant-stralia's army ants are quite difficult on insane difficulty, but they should definitely be simpler to deal with than e.g. the samurai ants of Eur-ant-ia, as long as you're being aggressive enough. South Ant-merica can also seem easier if you manage to pit our enemies against each other and strike in the confusion.

So how hard a continent is will often depend on what strategies you're using and which difficulty you're playing on.

But thanks for joining the conquest, and long live the Ant-peror Queen.

We don't have a discord server (yet?). We may potentially do some updates on this if reception is good, and then who knows. 

Thanks for joining the Imperial conquest. Glory to the Ant-pire!

My biggest critique of this is that I couldn't see my grotesque creation in the end when I lost. I feel like the concept of this game lends itself to people wanting to view their creation (if for no other reason than to see where it went horribly wrong). 

The controls are good, if a bit difficult (which is not necessarily an issue though), but the checkered boxes help with aligning things, which was nice. I would have liked to have something to aim towards (maybe like the stages you get in Tetris). Also, this might just be me, but I wasn't a huge fan of the colour palette in this -- it seems maybe a bit too random.

(Also, obligatory note on a variety of bugs, such as the settings button not working and the start button only working for the first time.)

This has a really good feel to it, and all the moments of utter despair required in a game like this. The controls are pretty good, though they can feel a bit inconsistent because, as far as I can work out, the tape only collides with the ground when you're below a certain velocity. But that's par for the course for a rage game -- I guess it's just at the start, when I didn't understand how it worked, that it felt inconsistent?

Also, I got to a place with a ladder, and couldn't find a way up. Is that the end?

Really impressive game, especially for 48 hours of dev time. I had quite a lot of trouble with predicting what would happen, and especially when the spinning things came into play, I basically solved levels via random chance. 

I did like the different parts that interacted with the size of the particle, and controls and animations were great.

Also, it felt like sometimes the particle bounced just off angle where it should have; i.e. as if the calculations were a bit off?

Cool idea, and I liked that the difficulty scales up because you have to manage everyone at the same time. The differentiation was maybe a bit low between the different classes -- I basically used them all in the same way, and mostly just clicked randomly for what to use on them.

Tooltips would also have been helpful; or at least having the different classes have fewer stats on them (e.g. the bard not having magic abilities and therefore no mana or whatever?), so that you have fewer things to figure out at once?

The camera zooming out and the enemies getting bigger and bigger gives a great sense of scale! I also liked how just moving the wizard higher and higher makes the approach you have to take to attacking the enemies different (i.e. having to account for the time it takes the fireball to get there. The enemy variety with different attacks was also great, and I loved the intro and epilogue cutscenes! 

I would have liked a little more options in terms of how to deal with the enemies; e.g. the lightning strike was great, but didn't work on enemies above a certain height. I also wonder if being able to see the enemies' health would have been helpful -- especially those big bastards.

Anyway, great job on this!

Really interesting concept that feels like it has a lot of strategic depth. Though I seem to be able to win by just placing a bunch of cells on my side and just letting it go when I'm playing against a CPU. I.e. I'm not sure how much intervention is required to win, which felt a bit disappointing.

But at the same time, it was hard to wrap my head around the concept, so I would probably lose massively against anyone that knows what they're doing. I.e. perhaps my comment is rather that the CPU's AI isn't great?

Anyway, cool entry!

The combos felt really good when they went off, even without the sound (though sound would have amplified it even more!). It took me a while to figure out that I need to hit multiple enemies to get the combo going (even though you said that in the description -- I clearly didn't read that carefully enough!), but once I did, it felt good to scale it up.

The knights were by far the worst enemy, since they were not only more targetted, but also moved much faster. Also, I would have liked some variation over time. I wonder if having some pieces that moved independently of the player would add some; e.g. have bishops that spawn on a random location and then just move diagonally until they hit a side and then bounce off, repeat.

I had some fun with this; the visuals are great, creating a nice atmosphere, though some spooky music would really have elevated that feeling.

I found the three weapons (that I found) to be pretty useless. By the end there were just thousands of enemies bundled up together because the range of everything but the axe was negligible, so I never really damaged them that much (since getting that close seemed dangerous). Like someone else mentioned, the healthbar for the player isn't super visible -- the colours sort of blend in with the background. 

I also would have liked to see some novel attack types that fit this sort of eldritch theme; i.e. some more dark magic sort of stuff, rather than things that are pretty common in these types of games.

Anyway, nice work!

Sounds like an interesting concept, but I couldn't manage to survive even one day, because my food depleted faster than I could find it. Nevermind being able to get back by the end of the day as well. I wonder if I'm perhaps doing something wrong? I'm pressing E once next to food, which then makes the slime eat for a little bit, and then I get 1 food (the apple things on the top left?). But by the time I eat one, I've already lost another, so I never get past three, and most of the time just end up with zero.

I.e. hard for me to judge the game when I can't engage with the main mechanic because it is seemingly too difficult (or I'm too stupid) to get past the first hurdle.

This was quite cool; the gameplay is pretty simple, but I enjoyed the moment-to-moment problem-solving. It gives a sort of <insert regular job> simulator vibe, which I think has a lot of relaxing qualities. 

The music and graphics also complemented the whole thing, and overall it's a great entry. Nice work!

The sailing controls are so good! I had a nice time sailing around, though I was a bit disappointed that there was nothing at the islands. I see some other people saw a titan, but I unfortunately never found any.

Also, the islands felt maybe a bit too far away, especially with how severely the angle of the wind affected my ability to move forward -- i.e. it could get a bit tedious.

But I loved the sounds (and how it changed and got more ominous in the deep sea), and the controls, as I've mention. Nice work!