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Maurko

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A member registered Apr 17, 2024 · View creator page →

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Really cool logic. Simple to grasp, but can be made into complex puzzles. Also love the UI, how the color mixing is always shown in case you forget. I love games that can technically fit on a single screen. Don't really have any suggestions for improvement except to build more :)

Anyway, pretty good, went through all 15 levels in one sitting :D

Yeah, like Runesun said, had a bit of a problem with hitboxes. I gave it another go and I guess finished the demo (found the orb and talked to the guy with the boat).

Haven't found the singing lugworm. I saw that the bird carried something in its beak, but was not fast enough to click on it :D

Love the concept. When that first tide came rolling, I was scrambling to find safety (and almost drowned in the process). Definitely a success on invoking a sense of impending doom. The "elevation" of the tiles is also pretty cool, you can kinda plan around a bit. Has great potential :)

Anyway, on to the feedback:

1. Combat is very difficult and it's basically impossible for me to land a first hit on something. Basically the only reason why I didn't progress further. I'll prolly come back to it some more these days to see if I can git gud :D

2. Some pointer to your house and/or minimap would be nice. At least in my opinion. Maybe the absence of it is deliberate from a gameplay perspective, but I get lost pretty quickly, especially when the tide is changing things. I'd rather get cut off from my home because I was too greedy and now there's a bunch of water between, than not being able to find it. If you would add a minimap, it could show elevation, so you could also plan things better - it would maybe add another gameplay element.

3. I noticed you lose a heart the second you enter deep water and then you lose it every x seconds. I'd maybe try that you don't lose it immediately, but that you start that "timer" and only when you remain in the water for the timer duration, you lose a health point (and ofc keep losing it while you remain in the water). Basically, you don't punish the player immediately, but give them a small window to correct their mistake. You still slow them down like you do now, so you don't get players trying to swim across. If someone gets walled off by water, that extra second or two won't mean much.

Mad respect to go for a 3D game for a game jam. The models are awesome, VFX and SFX very very good, I'm surprised at the level of polish this has. Level design is also great and the level is surprisingly large.

Others have mentioned my main gripes, basically controlling the character and the lack of enemies, but that can all be fixed if you continue working on this. 

If you want to have platforming elements, I would also recommend to look into jumping mechanics, maybe increase gravity on the way down, because right now jumping feels "floaty". I think Zackavelli actually had an episode on that where he talked about Super Mario jumping and that they had to speed him up on the way down.

Clever idea, but as others mentioned, just needs a lot of polish. With that, I would definitely play it more :)

Also, as you mentioned somewhere in your comments, player being able to choose what is used on what dice would be much much better in my opinion.

I love the physics and enjoyed the gameplay quite a bit :)

I would just limit movement so you can't go off screen.

Thank you :)  Yeah, everything being clear was very high on the priority list, I almost gave up on particles since I was afraid it will be too distracting. But I'm glad I didn't, it looks so much better with them.

Also, Godot physics engine is definitely a life saver.

I think everything has already been said in the previous comments, most pain-points are what I experienced as well. Other than that, it's definitely difficult, I tried 2 times and both times got only 1/7 deliveries :D

I like the concept, having a force (of nature, heh) that you can't influence but can use to your advantage. Also, the combination of music and art really gives off a pleasant village vibe, even while struggling for dear life not to crash :)

Love the art, it's pretty cute, and the music is very soothing and it's something I would expect from a chill idle game.

My only issue is that clicking on the spellbook and map also sends your spirit there, I would've liked that the UI elements are not "click-through". Maybe the game should even be paused while choosing what to pick, as I felt like I'm missing out on collecting while deciding, it kinda clashed with the chill feeling the game was providing (although, that could just be my issue since everything is infinite and I'm technically not losing anything - it just feels like I am).

Other than that, I liked it overall and even though I don't usually play (or prefer) idle games, I played this to the end :)

Thank you for playing, I'm glad you love it :)

The idea was to make something exactly like that, short and sweet :D  I planned on adding PvP support (local multiplayer, 2 controllers or controller + mouse/keyboard) and multiple level layouts, but there was no time. I'll definitely add it sometime down the line, I think it would be hilarious playing against a friend.

Thank you for playing! Yeah, it was my first time creating semi-advanced AI and I definitely went a bit overboard :D  The idea was to have difficulty and also different AI "personality", like aggressive, defensive etc, but as with most game jam projects, I ran out of time.

I also wanted to do more with sounds, but made the mistake of doing that last. At least I'm glad I was able to find some royalty-free good music and sound (which was, funnily enough, an error sound in a card game pack that was somehow perfect for ball bouncing).