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lancelot1106

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A member registered Mar 08, 2022 · View creator page →

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To be completely honest, the delay was added because the AI was too quick... It's fairly optimized and actually did its moves instantaneously, which is why I added artificial delay. Still, it could be that the AI needs more time to think in WebGL as well, so it surely is something I'll have to look into! 

Thanks for all the feedback!! 

The delay has been addressed a lot, and I wholeheartedly agree. The unity editor itself had only a second delay, but it tripled in the WebGL version for no apparent reason. It's definitely something I'm looking at to make the gameplay faster while not interfering with clarity.

Drawing the registered path is something I wanted, but had to cut out due to the 48-hour time constraints. Indeed, it would improve things to make it less memory based!

The problem with preselecting characters would be when more than 2 Bones appear in a level. If one is preselected it might make it trickier to code everything correctly. As for the R, it's displayed in the first 2 levels, but perhaps it would've been better to keep it throughout all the levels. :)

Anyhow, thanks for all the feedback, I'll definitely keep all of it if and when I go for a full post-jam release!

Thanks for the feedback!! I did realize that taking the longest route possible would make phase 2 easier, but for 48 hours I didn't want to ruin what I had by mixing up the tile movement distance or the Bones walking distance. Still, I'll absolutely keep that in mind if and when I create a full version of this!! Thank you so much!!

Thank you!! I'll absolutely keep making games, especially with my bachelor in game design coming up!

I do agree though, the delay is too long. This was a lot shorter in the unity editor and personal builds, but it seems for some reason WebGL likes to slow things down, nearly tripling the delay. On the other hand, no delay could've caused confusion as the AI could possibly move a frame after you've made your move depending on the number of calculations needed. Besides that, thanks for the feedback on the non-intuitive pathing, I'll be sure to look into making it more straightforward if and when I create a bigger version of the game.

Still, thanks for all the feedback! It helps a ton!!

Thanks so much! I do realize the tutorial was a band-aid solution, but I'm glad you could easily grasp the concept! The top-down tilt is something I realized too late, but that would indeed be a great addition in terms of accessibility, so thanks for the tips!

As for resetting the puzzle back to Midas, that's what the R button does. When failing a part, it won't reset the entire level if your solution with Midas was correct and you'd only need to adjust your path with the Bones. However, in case you do realize you took the wrong path with Midas, a simple press of the R button should reset the level in its entirety!

Great idea to reverse the positions and make a shooter that way! But my goodness it's difficult, especially if you spawn in between 2 enemies 1 pixel apart. Still, very fun concept and great execution!

Loved it! Very interesting concept and great execution. The controls for selecting the right side/row/column are a bit fiddly, but other than that it all works very smoothly!

Interesting and fun implementation of the mechanics, even if some parts could have used more clarity. It became clear to me quite quickly that different characters had different movements, but I couldn't for the life of me remember who was who at the end (perhaps that's just my short attention span). It could also be an idea to have the characters leave behind some kind of trail, making adjustments to the level easier and more predictable!

I don't like to admit it, but it took me longer than I should've to figure out I could store specific things. Still, very creative and very fun to play even if it's rather short!

Very fun concept, although it's painful when you have that super effective card but it didn't register and it's the difference between a win or a loss. Still, it's interesting what strategies can evolve from not getting to control your cards!!

Very interesting concept, even if the goal wasn't very clear to me. At first I thought it was to have the hero fall through what seemed to be your "pitfall" character, but when the hero walked right over me I just started cheesing it (sorry :) ). Made it through quite a few rounds but no new stuff other than walls became available, so I'm wondering if I did something wrong. Even so, the concept definitely has great potential!

Very fun game! Chaotic after a while, but interesting idea and a fun spin on the theme!! Also loved the art style. All in all a great entry!

The hitboxes feel a bit weird sometimes, but other than that it plays very smoothly. Great visual style and sound effects as well, great entry!!

Amazing entry! Great addition of the juicy for a perfect parry, simple yet extremely effective!!

Cute idea, but it does seem like the dino can double jump, turning this into more of a rage game. Still, great execution!

Loved it! It's very cute and very fun, but my goodness it was difficult when it all started going fast. Great entry to the jam!!

Quite fun to play through, although it suffers from the same problems many games have, which is becoming too powerful after a while. In the end I felt more like a cookie sentry sniping all the clickers, but that didn't diminish the enjoyment!

Fun to play through, even with a few minor bugs (like arrows still flying across the shop screen). Smart take on the theme, and great presentation!

Very fun to mess around with. Really interesting idea and great execution, even if things like the time before the TNT explodes could be communicated slightly more clearly. Other than that it is loads of fun though!

Thanks for the feedback! Rounds were definitely a bit faster when I was building this, but partly for the sake of clarity and partly because WebGL works the way it did, things got slowed down, but that just means it can be even better!

Short and sweet. It's an interesting take on the theme, and I'd love to see things get more worked out (levels, enemies, etc) as it definitely has potential!

Yeah, WebGL seems to slow things down, meaning the delay is slightly longer. Still, glad you like the idea!!

Thank you! Glad you like the concept!! And as for the art, the in-game assets were all made by Kay Lousberg!

Glad you liked the idea!

I love it! A few bugs here and there, but even so it only inconvenienced me while playing (since no cutscene skip). It's definitely a great take on the theme, the art style is extremely cute, it's very relaxing, and you better ping me once the game gets more content!!!!

Thank you!!

If this doesn't get top 100 I don't know what happens, cuz this game has it all. Great take on the theme, gorgeous art, great music, just *chef's kiss*!!

Very fun game, interesting spin on the theme with the narrative approach. The execution is very crisp with clean-looking art and sound. Absolutely loved it!

Very interesting concept. It does create an entirely new layer to the puzzles by being able to rearrange the blocks the way you want (/need). Also love the art style, really hammers it home!!

Loved this one, it's silly and difficult to put down just because it's funny to take bribes from both contestants and then draw. Still it's an interesting challenge to optimize the play without creating too big of a lead for one player.

Just bought this, and currently cutting the sprite sheets into multiple parts because they're too big for unity. Does mean I'm instantly seeing all the little things, like the cars and frozen posters. Small enough that most people playing a game that uses these sprites will likely not notice but I'm absolutely in love with those tiny details!!

Looks pretty much finished, just sad there were so few levels cuz I could have gone on much longer. Loved the little traps (like the gate that's 16/15 and doesn't open) and they make this a good puzzler. It did get quite a bit easier after I found out you could keep cycling through 4 squares and eventually you'd get the dots on the dice, but overall a great game!

Felt really good to play! Music, art and style went together quite nicely. The roll did feel a bit overpowered, even through the randomness you could keep rolling and heal up like nothing happened. Still a nice take on the theme!

Nice execution of the theme, art style and gameplay really complement each other. Takes a little while to figure out how to influence the die, and the hitboxes are a bit confusing at first (felt more like a box even though the flames had different heights), but once you get the hang of it it's quite fun to play!

Great implementation of the theme, and love the dice are used for basically everything. Did get really bad rng sadly, so died at the 2nd enemy, which caused the game to crash (it respawned me at the start of the level but I couldn't do anything anymore). The art style did really complement the way the game was played and was really cute.

Interesting concept, even though it only briefly touched the theme. The objective wasn't really clear but through the environment it slowly dawned on me, mostly when I saw the flies (if that's what it was). The controls are incredibly difficult and need quite a bit of practice before you get the hang of it, especially since it looks like a spherical camera (maybe cylindrical would be better for turning left and right, but for 48 hours still impressive), but overall quite fun to mess around with.

Really fun take on the theme! Nice art and sound design complement each other. The rounds may take a bit of planning but I like it a lot. Also really nice that the dice show exactly what they can roll, but found that out after 2 rounds. Wondering if that's decided by rng within a limit or predetermined. The only problem is the difficulty. At times it seemed really easy, and over half of the fights were done within the first round, not really requiring to think long(er) term, build up courage, or strategically cancel moves. Mostly I just focussed on rolling a reload (3/6 on a die) and a gun (2/6 on 2 dice) and that's basically the end of the fight.

Looks very clean and polished from the outside, nice 3d art, good music, and fits the theme, but when playing a few bugs shone through when playing. If an input is given within a certain timeframe after the previous input, it eats the input and you're forced to choose a different direction. When the AI hits an outer wall it seems to freeze up and forces a restart, and the attack never seemed to work (even though I had points left). Probably needs some polishing but could be really fun

Thanks so much, glad you enjoyed it! And yeah, the double jump was unintended and most likely a side effect of the coyote time an absolutely intended mechanic ;) Probably could have taken out some cheese by placing extra spikes as a bandaid within the 48 hours, but too many spikes could make the game feel unfair.

it's not really stuck at one life, it's the intended way. A die can't have a value of less than one (at least not the d4, d6, d12 and d20). This also makes it so you can still complete the level, but may take some of the feeling of achievement away.