Nice one!
LostImmortal
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Really great art and the gameplay was really fun. Would’ve been nice to have some progression on top to keep the game interesting. It would’ve been very satisfying to upgrade my towers in some way to do bigger damage or more spectacular effects.
I particularly liked how well the sound effects fitted with the game.
I like the concept here, but I would probably prefer it if it played a bit quicker :). Some of the animations felt a bit slow.
Managed to get the third level to single digit HP. Felt quite tactical when I got to the end with careful choice of order of cards to play.
Don’t know if it would improve if you weren’t forced to play every card in your hand? There were rounds where I didn’t really have any good options. But it might be a bit too easy if you didn’t have to play everything
The net on the right hand side is genius. The first one of these where I wasn’t just randomly flailing around trying to work out how to make the right side show up :D. Also, a very impressive number of levels
Not sure what the move counter did for the game though. I think I would’ve enjoyed it a bit more if I had more time to play around with the solutions :).
I’ve played quite a few games in this jam following this concept, but I think this one has pulled it off the best so far. The difficulty felt just right.
It was super satisfying going back to the beginning with all the extra powers to finish off the game. Amazing level design right there!
I agree with a lot of the commenters here though about the lack of an undo since it was quite slow to return if you got yourself stuck, and I had a bit of trouble visualising the dice without experimenting with pushing it at which point I was stuck, but I’d love to see a few more puzzles in this design!
Gorgeous and super polished game. Randomly generated levels were a nice touch too. Thought the gnome facts were quite fun!
Might have been nice to get some benefits to a low roll, because sometimes it felt like I was put behind for no fault of my own, but I started to work out the strategy in the end :D
I got quite far, but ended up stuck against a slime. Neither of us could hurt each other even if I was rolling over 90 on the attack dice because it kept rolling over 100.
The fights felt a bit long, so maybe there’s something to do around giving the player something to do while the fight was happening.
I really enjoyed this. The puzzle was really good, although my final routed board looked pretty terrible. Loved the mechanics and also how my (very minor) knowledge of pcb design went completely out of the window as soon as I started needing to join random bits together :P.
The sound effects were a bit painful, but the rest of the game was wonderful.
The art is super cute :D. It would've been nice to have a constant indication when I would attach to a red smartie.. Got a little frustrating but I made it through it (without looking at the walkthrough :P).
I think it would've been nice to have slightly more generous hitboxes. Sometimes I felt like it was a little unfair on me.
But in saying that, I had a fun nice time solving the puzzles.
Loved the dual purpose design here :D. I ended up stuck on the level where you have to walk to the other side (there's an arrow made of boxes) and a double sling jump to a point where there's a door that only opens if you are attached to the blue plug socket. I couldn't work out how to proceed :(.
Happy to continue if you give me a hint :D. It was really fun and the music was great, although the web version didn't work for me and I ended up with slightly too many overlapping sound effects in the end, so I unfortunately had to mute the sound :'(.
Good idea! There is definitely some work we could do to tell the player a bit better what was possible in the level design. Thanks for giving it a go :D.
If you're interested in trying to get further, I've put some hints below:
If it was the slime, what mechanic do you think you could use to kill it?
If it was the level shown in the screenshot in the entry, did you try throwing the hat again after the first recall?
If it was the snail, the wizard should pass down the left while the hat passes down the right.
A few people have gotten stuck on the snail level :(. We tried really hard to set that up, but I don't think our level design skills are quite there yet :P.
If you're willing to give it another go, a hint for that level is that the wizard should go down the left, but the hat should go down the right of the pillar.
Thanks for giving it a go :D
The browser based version was a bit of a last minute addition :P. That is actually web GBA emulator configured to instantly load the ROM.
The emulator is released on the Mozilla Public License version 2.0 which explicitly allows redistribution (you can see that in LICENSE-MGBA.txt in the zip file :D).
Glad you liked it! Thanks for giving it a go.
How did you work out it was in rust :P? I'll link you to the source once the jam is over (to avoid breaking the rules of the jam about linking out to other versions). But we entered this game jam as a way to test our new GBA library in rust :D. Definitely felt easier then when I initially tried writing GBA games in C.
Future goals for this library is to have a proper tutorial on how to write games using it, but I think we need to make a few more games to stabilise and fill out the API a bit more before we start on that endeavour.
Thanks for playing and your interest in the project!
I thought it was quite hard, but I did make it through in the end ;). It was a bit annoying how the music started again every time you finished / restarted a level and that I had to click on something to restart.
I wonder if this would be nicer as a gentle puzzler rather than a frantic race to the finish like it is now?