Thanks for giving it a go. Yeah there does need to be something to do if you're completely tapped even if it is you try and run to the surface. I definitely did want you to be kind of screwed if you ran out, but not being able to do anything at all besides hit buttons until you die feels bad.
lim_ak
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Good work on the game! I think the variety of stats is neat, but also might be too much, or that pick 3 is too few. It's a bit too easy to spiral where the negatives on a stat can stack up too much but not get a corresponding buff to round it out. Not sure if it's pure random or not but some fudging to make sure things turn up at least sometimes would help alleviate that.
Really like the idea of a village sim for the jam. I know you said you didn't quite get as far as you would like for the ideas but I like even with the framework you can get little bits of stories between the villagers. I think the daily income could've used more explaining though I couldn't quite figure out if that was tied to villager happiness or not, but there's room there for like keep your woodcutters happy because you used up all your wood the previous day.
Thanks for playing it. I do have a Windup enemy that does charges up twice before hitting you, so the shield is to guard against that. But also it turns out the solution of kill things faster also works for them just as well. Staggering attack is something I hadn't thought of. But I think I ended up skewing too much into large pod sizes which is a thing that needs balancing (which I think also doesn't help in figuring out enemy attack patterns because they just get lost in the log). Pods are also lightly randomised just with a float chance of spawning so you might even have been doubly rng screwed on that as well instead because I needed to put in a better enemy generation system.
Nice work! The core idea is sort of there, and very apparent directions to go time willing. I think the weapon upsides or downsides need better highlighting at least for the jam, what it's supposed to be doing is hard to parse but I don't think is an issue in general if the intended point is for what the weapon does to be a surprise and screw over the player.
Maybe it's needed later on but the camera tracking with the jumps is extremely disorienting especially when it's just this is how you move all the time. I mostly just found it difficult to control and couldn't get past the multi jump segment in level 2, there's probably a timing for it so you don't need to readjust mid air but I just fell into the pit over and over.
I think the loop is a double edged sword in this as a hard fail, forcing the full reset is probably too harsh a penalty given that using a word that's later on in the loop just isn't allowed. On the flip side that it does eventually need to complete a loop it does provide some hint as word in this direction. Which is very neat.






