Aw! Hola Marrrrquitos! Anduviste por la Ludum?
Martin Isla
Creator of
Recent community posts
Hi! I'm the programmer. We didn't really have too much time, made this in about ~24 (sleepless) hours. There's so much juice (and balance) we wanted to add, but time didn't allow. The adjacent mines not being automatically uncovered was implemented, but we decided to remove it because it made the game a little too easy. It might not have been a good idea, looking back.
Thanks for your feedback!
Una joyita. Increible que lo hayan podido terminar en 3 semanas y que haya quedado tan bien. La mecanica de hacer los dibujitos para las mascaras me encanta. Quiza se vuelve un poco agotadora a medida que jugas, siento que terminaba "optimizando" para cambiar de mascara lo menos posible, pero tampoco es insoportable, yo tengo poca paciencia.
Punto justo de frustracion (a tu casa, Hollow Knight), los controles estan perfectos, en ningun momento hubo algo que no haya podido hacer por culpa de los controles, el guion esta super bien, la musica y el audio tambien, el arte divino.
Les felicito!
Hello! Just replied to this same question on another comment. Long story short: at first, the game ended as soon as the coffin hit a wall, but, 30 minutes before the deadline, we decided it should actually bounce a few times before it ended so the game wasn’t too short, but we didn’t have time to add some sort of health bar that made it clear! If the coffin hits a wall 15 times, game over. Sorry about that!
Also I laughed at the party thing. It’s not super playable right now. I didn’t handle the lag correctly so sometimes the coffin doesn't get hit. Also, asteroids become invisible on the clients — oops!
Hello! I’m the programmer. Making a multiplayer game in under a day wasn’t easy. 30 minutes before the deadline we decided the game ended too soon so we added bouncing to the borders. If the coffin hits a border 15 times, the game ends. We didn’t have time to add a health bar or something that actually made that clear. Sorry!
The cursor thing is because it’s actually a mobile game and that’s how you move in Android. Also 30 minutes before the deadline, I mentioned the game should work cross-platform and someone said “build for Windows too!”. It works on Windows, but you can’t move using WASD/arrows controls, so you get the Android d-pad lol
Thanks a lot!
We have indeed thought of a bigger game but with the three days limit, it was really hard not only on the technical side but also on the game design side.
We will keep working on it and let you know when a better, bigger and polished version is out.
Again, thanks for the amazing feedback (also we'll probably call our character Steve as it had no name before your video)






















