oh no! Thanks for playing though, glad you enjoyed it! :D Thankfully we DO have saving stage unlocks and dialogue skipping now, so if that ever happens again you should be okay!
Qats
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the pieces are actually allowed to do that! So you can make multiple matches in 1 move, make it so another match is lined up when the current matches clear, etc. The movement is all based on Puzzles and Dragons!
I do want to make a little tutorial level eventually to explain how everything works, but that will require some time to make lol
Yea the point goals def can be better balanced LOL but we didn't have much time to do much balancing. I do wish we couldve gotten a save system up in time but like what you said, it is what it is. Like Mytho said, the idols were mainly just who we liked and it happened to turn out that way haha Thanks again for the support!
Love me some tactics games! The humor was very on point, love the voicelines too haha Controls were a bit confusing at first, just took a bit to get used to. Movement could probably be reduced by a button click somewhere to make it a little more streamlined, but it's really well made and polished for 2 weeks!
Very cute game! I love Tsum Tsums gameplay so this was really awesome to see. Had a little trouble on my macbook & chrome, I was able to expand it but the recipes & requirements were cutoff. But I could at least see the left side of their faces so I still had an idea of what I needed to match! A BGM track would be the next thing to add, but the vibes and aesthetic are on point.
Thanks for all the feedback! Definitely will look into the settings and map issues.
As for the difficulty, I agree. We did have more enemies and stuff planned but we didn't have time to fully implement them. There also will be more abilities n stuff later on, but I do agree we should have somewhere to display what the abilities do. it just wasnt a priority to get done over the actual mechanics.
Also no judgement, I still run an i7 7700k and a 1080 too lmao
Oops looks like I forgot to actually post my reply kek
But yes, coyote time/jump buffering does wonders for playability and feel! Definitely something worth looking into. There's also a lot of good info on the techniques implemented in Celeste if you wanted to look up how they got their movement so tight, snappy, and responsive.
Well done! The mechanics and controls were easy to understand. I also really liked the body levels, the pace of those levels was perfect. Even though you didn't finish all the levels you wanted to make, I still enjoyed what you did make and felt you still made a good amount of levels! Loved the take on the theme as well
Yea time constraint. IRL stuff caught up to me haha there was going to be more levels, but I had to prioritize polishing the mechanics and ensure the build works to get it out in time.
But yea thanks for playing! Glad you found that mechanic interesting. I wish I was able to do more with it but it is what it is
Glad you enjoyed the game! The team put a lot of work into it. I am actually in the process of rewriting our danmaku pattern system and it is much more powerful and flexible than the old system! I'll be turning it into a plugin for Godot 4, so hopefully in the future I'll be able to release it for people to use it for their own bullet hell games





