NOOO, LUIGI, I THOUGHT WE WERE FRIENDS!!!
That's it, I'm contacting Nintendo legal team.
It was fun, although I couldn't get past Waluigi, he's too good at stomping goombas.
Thank you!
I'm aware of the bug, although the way you reproduced it I was never aware of. It's because after the player collects the coin and there's something else to possess it will go into "possession vision" which slows down time a lot, and if you press "next level" the transition animation will take around 5-10 seconds to complete.
I like that your movement is faster when you turn off the flashlight, it doesn't make sense, but in terms of design it's a nice touch.
Fake footsteps recorder is a cool feature.
If you stand right at the vault the entire game, you fail, but shouldn't I win because they didn't break into the vault? Or did they break into the vault before the game and I need to catch them? But then in the game it says that you need to stop them from breaking into the vault.
Best time: 23s
Great game!
Very simple, puzzle difficulty is fair and controls are pretty easy to understand.
The last level threw a bit of a curved ball, I wished there were way more levels with the same level of creativity.
I'm not sure why you need to press a button to reset the player, it only adds an unnecessary action for the player in my opinion.
That's quite an original idea, I like it.
Role reversal implementation is fascinating.
The game is a bit rough around the edges, enemies spawn and go through walls sometimes, no music/sound effects, and you can see the default environment behind the walls.
(I see that you lost some progress due to corruption, that's unfortunate)
What items you can possess depends on the level, there's however no indication in the game why you can't possess certain things.
Possessing the flag at the end is more of an easter egg, it's actually a coin reskinned as a flag that works like a flag... Because I was too lazy to make a flag work with possession mechanics properly.
Fun game!
Control bindings aren't great, it's hard to press 6-9 abilities, you can try putting them closer to W/A/S/D like q, e, z, cw, f OR you can lean into it and put hard hitting abilities on it, so you will be forced to stop and cast them, which is how bosses work in other games, hard hitting abilities are always telegraphed.
Love the voice acting, just like the previous time.
I remember that I rated your GMTK 2022 game, nice to see you again.
Thank you for the feedback!
1. QWEASD display is mainly a tutorial to teach players what each item can do, so I didn't put it afterward, maybe I should've. Trampolines don't have any visual and sound notification when you use them, only when an enemy or player is on them, so that's probably what caused a confusion.
2. Yea, I knew it might've been an issue, but in the end I kinda forgot about it, oops.
I should've added icons for each behavior like possession (object selection), special ability (like opening doors), I think that might've removed some of the confusion.
I know about the bug, I felt it was rare enough that nobody will notice, so I wouldn't have to fix it for the jam, oh well.
It's not the end of the game, you can possess the platform and go down and finish it.
Thank you for the feedback!
I agree, finishing the game for me feels better, even if it doesn't live up to your expectations.
I personally come up with a couple themes (around 7 this time) in the first hour and then stick to one of them, then, I start coding the game, play test it and add things that I find necessary right now, after around 24–36 hours I stop adding new features and focus on polishing (sprites, sound, music, animations, tutorials, etc.)
So far it worked very well for me.
Wonderful game, sound effects made it really satisfying to see towers get destroyed by my little guys.
Fits the theme well, animations are really satisfying.
The only problem with the game is that it only has one tower and there's no variation of enemies.
Thank you for including a Linux build, always appreciated.
The game itself is pretty simple, there's some impossible to collect coins, controls aren't explained in the game, but I figured them out anyway.
It fits the theme, the concept isn't exactly unique, but neither is mine.
Add some music in, it can add a lot to the game without adding much complexity to the game.
There's a lot that you could've added to make it more interesting, but I'm guessing you didn't have much time overall.
I only got to 500 m > w <
Great visuals! Very impressive for a 48-hour jam.
The Concept is well done, fits the jam theme well. I really like that the best strategy for survival isn't to grow more, but rather try to prevent the conflict in the first place, although mountains are way too overpowered.
If there's one thing, I would recommend adding to post-release or any future game is a good tutorial. Walls of texts are way better than nothing, but showing which tiles you can use which ability, disabling abilities you can't use and adding easier levels that teach each mechanic one by one would be ideal.
Linux version crashes for me randomly, honestly, it might be a Godot 4.1 issue for all I know, so I won't judge you for that.
Couldn't really go very far with crashes, but it's a nice concept with great visuals.
Inspired by Inscription, i see. I love the aesthetic.
The biggest problem with the game is lack of the tutorial. Even after reading the itch.io page i still had no idea how combat worked until i saw a comment explaining it. (you did mention how to control the hand, but i didn't understand where you suppose to use it)
Combat seems very clunky. I like the idea behind it, it's quite unique with every weapon having different spots you have to aim for, but player needs more control, right now it's very hard to aim.
I like the visuals and idea is quite unique, but it needs a tutorial and improved battle mechanic.
For bigger levels it makes more sense to have infinite moves and for smaller once it makes more sense to have limited amount of moves.
I don't want to remove limited moves because it removes the possible level complexity.
Right now I'm working on post-jam release, so i will make sure to add more limited moves levels.
I've seen in other puzzle games they have a preview of each action, so you can at least immediately see what will happen to a die if you move it up/down/left/right
As for the die in top right corner, well, try making a smooth 90 degree animation when you rotate it in each direction.
But i will be honest, i haven't seen this mechanic work well in other games too, it always seems confusing to me, but maybe that's just me.
Thank you!
I 100% agree with your feedback.
Rolling all the dice at the same time will make more sense than what i have right now, yes.
And for water/ice there suppose to be a separate texture for each, but my artist didn't feel like making textures and i was a bit tired working on a game about 13-14 hours a day 😅
This is complete insanity, what is going on, why is my screen shaking, everything bobs, i can't control my cursor, but at least i can buy those shiny [ REDACTED ] now with 20% discount only for 25362d!
Humor is excellent, i love how you can reroll the price, but why stop there? Let's just reroll the reroll price!
Mechanic complements the narrative quite well, main character is slowly losing their mind and in game your screen starts shaking, sound effects become a cacophony of sounds, you can't control your cursor and you just endlessly clicking on [ REDACTED ] just to see numbers go up.
This is soooo cute O w O
Music is really nice and relaxing fits with the visuals.
Sadly, mechanics don't really work for me, they aren't fun and controls feel clunky, sometimes dices fall from the table and you can't pick them up until they land on a table.
Shame you didn't managed to complete it in time. : (
I will be honest, i had no clue whatsoever what was going on but i managed to solve every single puzzle.
You have to teach mechanics one by one, putting every single mechanic and expecting player to understand how it works doesn't work. So you have one level that explains movement, another that explains rotation, third level that combines both of them and so on. (I have problems like that in my game too)
There's no point in rolling the dice on the top right because you can't really gather anything useful from looking at it, rotation is very slow, confusing and unintuitive.
Movement keys are inconsistent, you have to hold a key, but i usually press them quickly and that sometimes eats the input.
This game definitely has some depth, but because there's no good tutorial it's hard to appreciate the depth of the game.
Really relaxing game, satisfying animations too.
Music fits the game perfectly.
There's some strategy in where you want to flip a dice, but there's still some randomness, so you have to find a place where you want to flip a die in a way that maximizes your probability of rolling a die side that connects with others. Interesting mechanic.
I enjoyed it but it doesn't hold my attention for very long.
Oh, if you can, export it to Linux : )
Really good puzzle game.
Music is nice and playful and so are the visuals.
I like that you didn't make rolls random and instead you can choose which side you want.
Die combinations are really nice, i like how certain levels require you to juggle from one die side to another.
I didn't understand at first what the tutorial wanted me to do, adding a semi-transparent die where player is suppose to put the die will make it more clear.
Spikes collision is a bit too wide in my opinion and player character needs a bit more jump velocity, it's frustrating to know how to solve a puzzle but aren't able to do that because you have to be very precise with your movement.
Very unique game for the jam.
Yes, this is not a game with a new ground breaking mechanic, or a well polished game filled with juice , this is just a small game about you trying to roll 6 on a die and failing.
I don't know what would of happened if i rolled 6. I picked a fair dice and failed. Maybe it's best to let go of the felling that you need to know what will happen and just accept that sometimes letting go is better than desperately clinging to any possibility it could be something special so much so that you rather pick an unfair dice just to see what will happen.
Short, funny, at times philosophical, i like it.