I like that suggestion with level 3. I could color code it or something. Give more landmarks so the player knows "I'm in this area."
Interesting! When there is a randomly selected element, all of them have an equal chance. BUT certain enemies always have a certain element. The flying star anise enemies = ice. Dogs = fire. Frogs = electric. Giant cracker guy = earth. Enemy placement could be affecting how you feel about the elements. And there are some guaranteed places of each element. But I thought I had those *mostly* balanced?
Oh yeah, you were playing on keyboard and mouse, weren't you? I have an image of the control mappings in the comments, but I'm not sure if that will work. Sorry! I will correct it! I mostly use controller!
Meepalasheep
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Good notes on the abilities. I appreciate all comments and opinions. Even if I'm not agreeing with one.
The camera sensitivity IS maintained in the full game. It's just how I have the demo working that messes with that. Sorry!
The comments on the levels are VERY appreciated! I'm never sure if the placement or the layouts are fun to other people! I like them, but I also made them! I have NO idea if I'm any good at level design!
Was Level 2 being an arena too early? I've heard from others that it's very hard for being a second level. (The full game is non-linear and you can just go to another island to upgrade, but first impressions still matter!)
Glad to hear you enjoyed level 3! I always wonder if there's too much empty space. I've been working on adding more to it and condensing it. Was the tower helpful to make sense of the second section? The idea is to be able to climb up and see where 3 of the 5 (and a trail to another) keys are. It used to be the first level. But I found that was offputting to new players, hence the new linear 1-1. I *love* nonlinear things so I tend towards that kind of design, but you gotta onboard folks before you try to sell them on a game I guess.
Ice spawning too often is a very interesting thing. Would you say the resources overall were balanced? Too little? Too much?
Yeah, the ability point pickups kinda suck at the moment. I agree that they should give more than one point.
And yeah, I want level ranks to be VERY hard to get.
Sorry about the button not working. Was the start button still working, then? Was it only the clickable button?
Thank you so much!
You should be able to? Try resizing the window. I need to make it where there's preset window sizes, not freely resizable. As that can mess with UI. There should be a number within each color.
Select toggles the move help. I just added that feature so I apologize for jank and lack of ingame help.
I assumed that having all that text upfront would be overwhelming so I made the Ability Tooltip off by default on the first stage. I never considered people getting game overs on the first level. I'm going to add more automatic toggles and include an ingame tutorial on how to turn it back on.
Once again, the Brocs rocked my socks.
I was lucky enough to be a playtester on this. Super cool and surprisingly polished game. Like holy moly. Even early versions were higher quality than anything I've made lol
I love the mechanics of driving while interacting with all the doodads in the car. Just like Alpen Ghoul (go play it), it's an actual game and not just a spook simulator. Not always do games make me excited about what else could be done with its mechanics, but this one got me imagining all sorts of silly(maybe annoying) things that could be done with it.






Controls for those without controllers