I understand that the idea of a 5 minute timer might as well ruin the experience, but i think that maybe a middle ground would had work out instead, 3 minutes, 2 minutes, maybe a successful puzzle gives you 10 seconds on the clock, small things that makes you go "ok, i get it"
keyshooter
Creator of
Recent community posts
This is quite the solid game but it has 3 main issues that stick like a sore thumb at the start, and in two specific cases, in every loop, the first one would be the long amount of dialog at the start of each loop, it does deliver some cool "lore pieces" but they could be perfectly be fit with all the other pieces of lore you already have to read due to the puzzle nature of the game, the second issue lies in this two rooms in particular:

It doesn't matter how many iterations i was in, i 6/5 times would faceplank on the wall regardless. or be force to do a sharp u turn, making me waste time, better level design is needed in this parts, the bridge controller is also extremely far away for the amount of times you have to spin it, once you reach the end of the game is a sensible the location, but that's WHEN you already know how to solve the game, which leads me to point 3, puzzles are extremely harsh for such a low timer.
I want to give the benefit of the doubt and believe that the developer REALLY wanted to make it feel like you are running out of time, but the puzzles resetting themselves is already hard enough, and on top of the extremely low timer, the whole level design you have to learn, and the interactions between elements, is a lot of information to digest all at once and in a low time frame, I would had made the timer been 5 minutes and the puzzles reset on player command, that been by a button you can push that resets the puzzle or by leaving and entering the room, the developer even acknowledge this by making one of the hardest puzzles just pause time,which it could had been avoidable by a 5 minute timer and a reset on command instead, after all, these puzzles are disposable, and once you know the answer and got your reward, they are not worth going back to, in this sense they become pushovers rather that problems that you have to solve and that you felt worth solving.
In summary, better map design to avoid your players getting frustrated, manual resets on puzzles and a longer timer since there is a lot to take in, quicker resets to allow me to fail faster and learn from my mistakes, aside from that, is a really solid game with a quick emotional gut punch, and leaves you with many question left unanswered about our protagonist, which i think is a good thing actually, great work for a 4 day game
Honestly, I feel the game has a lot of hidden potential, the controls are a little bit confusing at first, having to hold click to aim is a little bit counter intuitive to the standard experience of "bubble shooters", setting that aside, the game is missing a lot of feedback and synergy, i don't know if the use of "water, fire, earth, wind" is to "avoid" gambling or just to stick with the theme of a mage using elemental attacks, my opinion is that it would had been better to stick with the traditional card symbols specially since, in the tiles, i don't really know which one is which, is teal hex with blue circle wind? or is it water? and why? something that could had been solve by just using already existing information from the real world, sometimes i would made a straight and it won't trigger but so far this is the only hand that had given me problems, the thing that really hurts the game the most is the "bomb tiles", aside from been just an indicator of how much time you have left before you lose life, they contribute nothing to the poker hands, they are an obstacle towards potential poker hands, and if the game wants to just throw you an entire row of this with no card tiles it just does it, sometimes i would just use "pairslop" to get by with those. Again, I personally believe there is a really fun game underneath this, more polish, more options for hands, modifiers like "you draw more cards" or "this card is of type any" that sort of things could go a long way, but there is so much you can fit in 4 days, hopefully this game evolves into something cooler in the future
sad i just found out about this game after the gamejam, honestly short and sweat and a 10/10, there is a funny interaction with the ropes that may lead to breaking, like.... if you cast a rope at the same level at the anchor it will be extremely short and unreachable, but aside for that, still solid
really sad that there is no audio because it could give a lot of punch, some microgames feel harder than others, specially the safe for example, which has a really short time limit, aside from that, 9/10, hopefully in the future there is a full release with audio and more stuff, this one has a lot of potential
While the game gives you plenty of resources to beat it, since there is no way to influence the RNG, it can become a really really frustrating experience to waste spins into what basically ends in a back to back "damage" zone or trap zone, sometimes the slot feels like it stop in a good spot just to move one more time and land in a bad spot, might be a delivered choice by the developer, but still, you end with a sour taste in your mouth.
Regardless was a really fun game, visuals and audio are great choices, and the way the slots spins feels really good to watch


