They will both get sorted in the same categories for sure haha, but different enough yes, I'll need to get more time to get back to your game, it is very pretty and seems to have some interesting combo mechanics between letters and numbers.
Juels
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I love the art direction of the game, and the gameplay; a turn-based platformer isn't something you often see. It's refreshing, and I would love to see more of it! And I thought the golf-like highscore was very clever to restrain from having to kill the player when damaged, just making him lose turns by being stuck. Maybe something could be done to give more incentive to use a less turn as possible; in a bigger game, it could become your currency, I guess, or something like that.
The part where you have to go back-up was less intuitive, and on my first go through I ended up going to the bottom not understanding what to do. And some characters really felt like they were not meant to go up haha, but I still liked it.
Thank you for the expansive feedback!
I wrote a little description for effect, but I felt like it was too much on screen, and took inspiration from games like The Binding of Isaac by giving as little info as possible, but maybe I should have added back the descriptions; maybe I could add a cheat sheet to the game page describing special rules and bonuses.
I admit that the escape button was thrown a bit late in development (maybe 3 hours remaining) after deciding to make the experience equally enjoyed on phone in browser, which should work correctly though I didn't get the time to understand how android export works on Godot. And the placement isn't ideal; I agree, sorry to see that I lost you your run...
Yes, it's definitely not balanced, which I think contributes to the addictive side of the game, but it might be a bit much and that I get that I can discourage from trying hard at the game; normalization could be a way to go if I update the game.
I myself never finished the game, and I'm not sure if anybody would be able to. I've put a limit more as a goal, but it's truly a highscore game, though maybe someone crazy enough will get to the end? I thought as well of making a way to restart run from tier reliefs (rounds (3+n)*n) which wouldn't validate high scores but would allow one to experience latter stages; that's one of the first things I'll try to implement after the jam. And some more juice could definitely be added.
For the 3 on 4 maybe you were in a pile up round and didn't realized it? Or maybe the game didn't realized it itself for some reason, I'm unsure at this point.
Thank you so much for your review! Glad you liked it, and took the time to read all of these comments, it really means a lot !
I really like the idea; I'm a math teacher and could see myself making my students play this. I think it's interesting how sometimes you hope for some number further down the operation to cancel out and don't just add in order if you want to be effective. I guess adding multiplication and division would have been a challenge for operational priority, but I'm curious how you would have tackled this. And the tutorial is very well incorporated
I was kind of worry in the first few moments of gameplay cause I thought the controls would be too hard for me to handle, but after a bit of time I got the hang of it ! And I would have loved to see another level after the first one.
I though maybe the enemies were not really that useful and more environmental hazard instead would have been nice.
Really good jam jam all over !!
Thank you so much <3
We had Resident Evil in mind when making this yes !
On est bien une équipe française :) We were a bit afraid that having a title in French would put us at a disadvantage and that people would click on it less in the list of submissions, but in the end, it may have the opposite effect haha or maybe it's our thumbnail that is very attractive, it's always difficult to measure these things.
We thought about progression but it would have been a bit much to implement during the jam, but if we ever come back to this game that will definitely one of the things we would implement first 👍
We tried making the customers unable to ask for things you don't have by having them only ask for things that are either in your inventory or your trash can, but maybe we should have done things a bit different to make the gameplay a bit easier in the "end game"
Thank you :) We hesitated about making the shop table and the selling window to refill automatically when you use theme but it might have brought up some other problem. Because we select what the customer wan t based on what you already saw and did not sell it means that you could just pass things from the sell table to the customer without having to use the inventory











