Bob Semple is definitely OP. Great game. Keep up the good work.
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Good art. Good music. Controls didn't seem very intuitive but I read below you aimed at a German keyboard. I had to keyboard-mash until I found what worked. I also couldn't explicitly select a type of attack, but I'm guessing that's more to do with key mapping. Needed to Alt-F4 to exit, heh.
Neat idea. It could be expanded upon to stop different eldritch beasts of varying sizes and powers. Good efforts from the team!
Thank you for the kind words! If you have time after the jam (or are bored), please try your hand at the remaining endings.
You're not the first to tell me about multiple cave ins, so I will say you can place 10 dynamite before triggering a cave in.
Very polished. Enjoyed trying different strategies in the time allowed. Lots of people have already mentioned sound and music, so I'd like to replay this when those are added in. Great job!
Good job! I didn't completely understand the instructions but enough keyboard mashing and I was able to find the upgrade menu. I got to wave 20. Maybe increase the difficulty at certain points because the little bomb became pretty over powered after wave 10. Would also recommend slowing down, not stopping all enemies, when in the upgrade menu. I noticed the countdown still happened, but would be a neat challenge.
The game bypasses the menu you've put together on start. Then again, that gets you into the cowboy explosion action faster. Fun to make a mountain of bombs and see the sparks go everywhere. They had a really satisfying slide to them.
Humanity saved. I also became vampire food. And died to idiot zombies many times. I also enjoyed hitting technical machinery with rocks, as is my custom.
Was a fun choose-your-own-adventure break. I've never worked with Twine but this seemed simple enough for a short demo. If there's any constructive feedback I can give, since it seems to be narrative-focused, would recommend keeping your tenses and voice consistent throughout the narration.
Great job presenting the mechanics with the level. Would have liked to see smaller platforms incorporated into the level design (or maybe I didn't get that far to see them). While I wasn't a big fan of the keyboard controls, I got used to them. It kept me thinking it was better suited for a gamepad.
Was not expecting to run back, but that made it even better. Every failed attempt I would mash my arrow keys to run as fast as I can to a hiding spot. Very fun game. Good pacing. Thanks for teaching me about BeepBox.
Great art. Felt fluid with your design. The controls were a little sticky for me, but I got used to them over time. While I saw a secret lantern, I was stumped as to how to get it. A good standard stealth platformer. Could very easily see this expanded upon.
Very fun game and great music. I liked the element of having to double back on turtles to get them to fall to their doom. Small but acceptable bug found if you close a bridge and the octopus gets stuck in the bridge sprite. Doesn't die, just hangs there. Opening the bridge back up let me try again.
Since the "no combat" has already been mentioned, this was a neat little game that kept me going. The numbers really added to the positive feedback and kept me wanting more. 68 as a high. Would love to see more done with it.
Cute art. The controls stick a little / aren't immediately registering for me, but once I got the hang of jumping it was a really fun little game. Kept me going and I'm not big into endless runners. Good job!
To the left of the chandelier as I was falling down with him looking up. For some more info, this was the area with the guard on top of the chandelier shifting his gaze away from a gem platform. The other guard on the floor below was not facing me and walking in the other direction at the time the bug happened.
Excellent presentation and love the art style. Found a small bug with the guard looking up while I was hanging on the chandelier. As I dropped while he was looking up, he registered as seeing me. Probably a one-off timing issue.