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My tester also complained about that depth is hard to read in the complex levels, maybe I can solve this with a shader giving each level a different hue or value.
Adding a highlight to the selected object and maybe adding a gizmo showing the direction the object is going to move would also be a great addition.
Thank you for your feedback and ideas, also fullscreen is now supported :)
Thank you so much for your feedback.
You got some really good ideas I would like to implement next.
Specially the undo stack would be something really helpful as dead-ends are frustrating but somewhat required when constructing difficult levels as this leads to a more complex solution.
A level select is also a good idea because I observed people need a lot more time to solve the puzzles as I intended to (around 30 min playtime).
Making the level selection non-linear would solve this issue. Maybe this is the reason many "casual" mobile puzzle games have a grid-like level selection with free choise.
Again, thank you for playing my game :)
Not yet, because I can only work on my games in my spare time.
Working in a team can be good for getting things done, but requires a more overhead time in coordination and planning.
But I have some friends giving me feedback here and there.
I always try to mix up the genres of my games to gain more experience developing different games. As a single developer I can only focus on one part of a game, for this one the animated squirrel is in the focus, so the gameplay comes a little short.
I absolutely love this game. Seriously the core mechanics are very fun and strategic.
I just want more of this game! More dices, more enemies!
The game has a very cool art style and a good soundtrack, making it a joy to play.
The rogue-like deck-builder theme is minimalistic, but fit very well.
My only critique is that making the player choose the target of the next attack would make some encounters a lot easier.
Also the difficulty is really challenging, but... I did it somehow! :D
Even though the game loop is quite simple it's very fun to play.
The sound is really enjoyable and I like the trippy graphics.
But I think you missed the '2 Frame Animation' limitation a bit
(at least with the main title, I assume the rest are particles) as most things seem to contain more frames.
Nonetheless you did a great job!
This game is really cool!
I really enjoyed the simple art style, specially the attack animation of the eye monster is very cute.
The concept is unique and fits the theme very well, I like that you packed a D&D like round based battle system in an action game.
I also couln't end the tutorial by pressing 'R' without restarting the game once
Hi Stephen and Jake ,
I absolutely had a blast listening to it!
You really got the main ideas of my little game spot on.
I never expected that something I created can make people
stick to a story and it's characters and even can make people laugh. This is something so lovely to hear!
I feel really honored that you featured my game in your podcast.
Keep up the good work, guys!
For the inventory I used 8 variables to track if the player got the different items and toggled the sprite actors according to that.
In the inventory scene, the player changes to an arrow and cannot move due to invisible walls.
I track the selected item with another variable.
Then the player can move to another item by pressing the according buttons.
I had to write a ton of if-else to do this manually and it's just a mess in the editor :D