Thank you so much! I'm so glad you enjoyed it!
lethalgem
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Took a minute to ramp up, and when it did, it was fantastic! Had a great time dodging on the harder levels and found it to be pretty balanced for a jam game! Usually rogue-lite jam games where you have tradeoffs between healing and stat bonuses end with the player always having to choose one or the other. With this one I found myself actually sitting for a moment and thinking about which item to buy. Very impressive!
Thank you so much for the feedback and taking the time to stream the game :D
We agree with all of your points. We really wanted to implement puddles along the path that could act as a small reflectors. And some heart beats as the player got closer to the edge. I feel like that would have helped a lot in alleviating the issues you saw.
Would love to see what you think of our game :)
https://itch.io/jam/godot-wild-jam-81/rate/3569276
Even if you don't, thanks so much for putting in all this time to try out the jam games!
Thank you so much for the kind words! I'm really glad the emotion hit :D It's our first time stepping into creating an atmospheric experience, so there was a ton of learning on the fly.
The rain was created by following along with this tutorial. We just upped the density and lowered the particle size to make it look more real and less cartoony. Then we lowered the roughness on the terrain textures to make it feel more wet.
Of all the games I've tried this jam, I've easily spent the most time playing this one. I really enjoyed growing the obelisk, unlocking new attacks, and buffing up existing ones.
The first round I found very difficult. After that though, it seemed to balance out pretty well.
I think it's brilliant how most of the automated attacks for the tower are close range. It makes the game feel much more exciting because the enemies feel like they're swarming on your tower just before they get taken out by your defences.
I do wish there was more feedback for the player when a card was selected. I found myself double clicking a lot to make sure I had the power equipped and didn't accidentally click before the cooldown was up.
What a charming game! Especially the character design. I loved walking around and seeing the enemies, how they stayed laying on the ground after being defeated, and seeing the boss with horns. It was just fun to experience the world.
Impressive amount of work to get all of this done in 9 days. Especially with a dialogue system that moved the camera around and placed the character in the proper spot.
Great job!
Super cool that there is a working leaderboard! You almost never see that in a game jam. Kudos for going the extra mile.
I did find a small bug after I game over. Only the button for submitting my score seems to work. I can't click restart or any of the other options. Once I submit my score, the close leaderboard button doesn't appear to be working either.
Cute! Hits on the theme perfectly! And the movement controls felt fantastic. Something about it just made me want to move left and right all the time. It felt so satisfying. And considering that's the main mechanic of the game, you nailed it.
I did find it feeling a bit unfair at times. I'd be doing my best to get away from a fly and it would just move horizontally to hit me. So if I grew all the way to the left and the fly chased me from the right, I'd have no way out.
Thanks for the feedback! We tried to balance the punishment of missing a platform with the rapid respawn time. Unfortunately the platforms firing off immediately after respawning just increases the consequence instead of alleviating it. A good thing to know for our next game!
I'm glad you liked the concept :) We'll have to build in more time for refining the experience next time!
Thank you so much for the in-depth feedback!
I'm so glad you thought the game was fun and the movement was fluid :) We spent a ton of time trying to nail the feeling of the movement.
I totally understand the frustration from the platforms starting as soon as the character respawns/checkpoint selects. We really wanted the game to have a rapid-fire pace. Fall, respawn, go. In the end, I think that has led to the game feeling a bit unfair in spots. It's a great learning that we'll take into future games!
Glad to hear the download runs much better! We were shocked it ran in the browser at all when we exported it.
Great mechanic with the scaling machine! I also though the presentation and level design to limit where a player could go were nice :) The puzzles did seem pretty straight forward though. More like following a specific path rather than puzzle solving. I'm sure in a longer jam, the levels would have been brain ticklers!