Thanks for the feedback! Your points are valid for sure, this was just a rough prototype I put together for fun and testing. I didn't have much time to work on this due to life events, so I wasn't able to implement certain mechanics which would have allowed for a more meaningful game loop. I figured I should still submit rather than give up though!
len.tils
Creator of
Recent community posts
This was well put together: the music, art, and mechanics! I enjoyed the intro cinematic, the story premise is very endearing!
I would be interested in seeing this expanded upon and trying out more game play involving Ophelia. It might be cool to see different routing for the characters, since one character had to catch up to the other character quite a bit.
In subsequent playthroughs, (writing in ROT13 for spoilers) V ernyvmrq lbh pna eha guebhtu gur ragver cyngsbezvat frpgvba jvgu whfg Ntarf fvapr Bcuryvn vf gryrcbegrq gb lbh hcba ragrevat gur obff nern 😅
Thanks for the feedback, lots of good points! I was originally going to allow for multiple line storage, but ended up having to scrap it due to additional complexity in design and lack of time =='' definitely something to add back in though
Hopefully, I can improve the puzzle design (more intuitive/logical, lead the player better/hints) and art style (readability/accessibility, fullscreen could help!) in the future!
first go around I think I had 11-12,14-20 left, so actually a bit more than a few haha
second go, I'm stuck on just 14 and 18, I think there's some mechanic/shape/idea I'm missing that are needed for those...
Just some notes about some of the puzzles (ROT13):
11 V hfrq -2 zbirf, fb V guvax V purngrq ol znkvat bhg zbirf gura pubccvat bss gur vaare oybpx
16 jnf zl snibevgr nu-un zbzrag, rabhtu pyhrf yrsg nebhaq gung chmmyr gung V pbhyq ernfba bhg gur arprffnel qverpgvba gb tb. Znqr zr ernyvmr gubhtu gung V qvqa'g shyyl haqrefgnaq jung pbafgvghgrf nf n zbir naq ubj lbh pna funcr gur onaq vagb n ybg bs qvssrerag funcrf
12 V qvqa'g trg hagvy V nppvqragnyyl ernyvmrq n zrpunavp juvyr qbvat n qvssrerag chmmyr zhpu yngre. Lbh pna ubc bire ohggbaf jvgubhg cerffvat gurz ol znkvat bhg zbirf naq yvavat hc gur rqtr pbeerpgyl
Had fun playing, thank you both for making the game! Definitely a lot of cool stuff you can do with these mechanics
Hey! Thanks for checking the game out! Sorry for the confusion and lack of explanation in the GUI, I'll try to clarify:
How do you customize character classes?
At the "selection screen" (two decks present in the middle):
- right click on the different lane class labels (eg. right click "Cleric") which will allow you to set specific classes for each lane
- right click on the left middle deck to set a 4 class preset for the left side
- right click on the right middle deck to set a 4 class preset for the right side
Once you have dealt the deck, you can't change classes until you bring up that screen again by winning/losing or clicking the restart button at the bottom menu bar.
And what are the different class abilities?
*I've added notes in the game's description
If you hover over the icons below the character name, some tooltip text will appear so you can see the different class abilities/restrictions.
If any moves don't match up with the "move assist", it's probably a bug.
If it's relevant, I couldn't figure out how to use any of the buttons in the menu bar in the bottom middle.
*I've added notes in the game's description
Good point about your spoiler! I was noticing that as well while I was testing but didn't take enough note of it. I think I could fix it by doing a card draw for that lane first, that way the second card is dropped instead... or I might just redesign some stuff in general...
I kind of just implemented as much functionality/classes as I could for this jam, and tried to leave enough customization open for the player to experiment with it.
Hope that helps explain the game rules/functionality better!



