I did watch the video. really liked the idea and specially the acoustic guitar (if that's is authorial). I`ll give it a try since you provided a video and is BR heuueh tmj!
KALANGO Game Dev
Creator of
Recent community posts
Very cool game! The dimension limitation idea is smart. I found some bugs but the funniest one was on the second level. After exploding grenades their blue area acted like a shield and the rats ( ? which sound like frogs when they die ?) could not get in. I liked how you presented the lore but it is a bit difficult to read. Always check the contrast between foreground text and background noise because as it is now it is almost unreadable for me. Not much else to add. Well done fellow Godot enjoyer!
Cool art and sound. I’ve never played anything like this before and the lack of instructions doesn’t make it easier. I also like letting players discover most of the game themselves, but there still needs to be at least a clear starting point or thread for the player to follow. Even a small example might be enough.
Thank you for the feedback. My previous game jam entries were often considered quite hard, so I may have overcorrected and made this one a bit too easy. As a result, misplays aren’t very punishing and you can get reasonably far just by skipping turns. That said, actively micromanaging your units and setting up combos is meant to take you much further. I appreciate you pointing this out. It helps clarify where the game’s intentions may not be coming across clearly to the player.
Thank you for the kind words. I’m really glad you enjoyed the design and that it pushed you to create your own strategies. The lack of deeper level design was a deliberate choice due to time constraints. For a game jam, something always has to be sacrificed to the game jam god. That said, I do agree with you. More complex puzzle-like levels could add a lot, such as blocked squares, starting with fewer knights, or even stronger visual elements to help set the scene for each battle. I’m also happy the lore stood out to you. Even if it isn’t strictly necessary, I enjoy adding that extra layer. Thanks again for taking the time to share your thoughts.
Thank you for the feedback! I’m very pleased that you liked the game. I’m a “let the player find himself” kind of designer. I provided the controls and the rules of the game and intentionally left some mechanics out so you could discover them on your own. Finding the right balance is difficult. I’ll do better next time.










