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mizudo

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A member registered Apr 22, 2024 · View creator page →

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Cool game! Intuitive rules that open up a wide variety of possible setups. My favorite type of puzzle games!

I think I hit a bug though - I couldnt reset nor move any of the characters. There was nothing I could do on the screen :(. But amazing work regardless!

:o Such big compliments, I'm very flattered, thank you!

Well, if you don't mind me spoiling it:

First you waste a couple of steps to get the blob out of the way, push the boulder to block it, then rewind to get your steps back. Next set yourself up to push yourself forward by standing behind the boulder, walk around the boulder and push it back, then rewind to push yourself forward. Rest is the same as the previous levels.

WOW this is my favorite game of the jam so far. Such a cool idea and execution is so good. You turned no art into an advantage, what a crazy idea!

I wanted to do something horror too but thought that I couldnt since horror would require the narrative, gameplay, art and music all pulling strings to work properly, but you did just that. Amazing work.

Thank you for the feedback! I actually remember your feedback from 2 years ago when I did the Scaling jam lol. I was hoping I designed it intuitively but seems like I didn't - good to know what I need to work on.

Wow! That's actually the last level that I've made, didn't think anyone would be remotely interested enough to take it that far. Thank you for playing!

The trick of that level is to stop the blob from moving while keeping your steps in tact, then push yourself forward. The amount of steps given is exactly the distance from start to exit.

Thanks! I did aim for designing levels that increase difficulty in small steps, so feels good when someone acknowledges it!

Nice art, music, and theming is on point! I was actually getting pretty nervous toward the end as the timer counted down!

Actually played this before the ratings began and came back to rate it.

Loved the game - art, theming, the message. Reminds me of A Little to the Left - chill, feels good. Good job!

Wow! Amazing theming and art!

Always love a typing game, and I feel the difficulty was quite nice! 

Surprising amount of thinking and planning required for block placement, and yet the rules were so simple. Love puzzles like this!

Surprising amount of thinking and planning required for block placement, and yet the rules were so simple. Love puzzles like this!

Thank you!

Cool game! Fun mechanics, may be interesting if you turned it into something similar to agar.io where each enemy is another player and it's all all PVP

Very interesting idea! Challenging and feels rewarding.

Would be really cool if it swims rhythmically!

Relaxing and fun! Actually played until the end!

Love the art. Very cool game!

Wasn't expecting more comments so many months after release, but thanks a lot for the compliments! Very glad that you enjoyed our little project :D

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感谢评价!玩的开心就好 :)

No we do not mind! We use Godot, but we don't intend on supporting the game on multiple platforms, apologies!

Wow! What a great set of feedback, very appreciated.

  • There should be a very specific shapeshifter that drops a specific golden tusk. It's definitely our miss that it's not distinguishable though.
  • You can actually right click on an item to move them around. But swap is something we're missing for sure. No real explanation for it, just we wanted wrap things up and move onto the next project so swap was considered non-essential. 
  • Yeah, we talked about it. But we felt the calculations might be too much for an auto-battler. There are also a lot of mobs, which makes deciding whether to attack a monster a chore.
  • Agreed; we also talked about the ending a bit. Again, we just wanted to wrap things up - it was a 2 weeks project turned 4 months and we wanted to start a new project.
  • Correct there are no way to store items; its a deliberate design choice - there are loads of powerful items in the game and we'd like the player to choose what to keep.
  • Wow good observation! Yeah the asylum thing is just a visual trick. There is no conditional programming.
  • I will let our UX designer know
  • It's intended, but not how you imagined. If your mind is too low, you'll get a debuff called Fractured Mind. You'll be able to see ghosts and special NPCs when you're in this state.
  • All characters are marked. Hover over them with your mouse and you'll see tags like NPC or ENEMY

Hopefully I've answered all of your questions!

Thank you for the comment, means a lot to us <3

Glad to hear that you've enjoyed our little project! You're right, we've done a retro on the project and also believe the ending could've used more work. Thank you for the feedback!

Thanks for playing! Glad to hear that you've enjoyed our little game!

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Thank you! We're glad that you've enjoyed our little game :)

The enemy spawn rate has been a constant complain - so I've decided to lower it a bit.

Also playing a different song at the end of the game is a great idea - we'll shop around and update that :D

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Thanks for the feedback. Give the newest build a shot - it should now support your resolution. But be warned - we originally designed the game around 1080p only, so you'll get some unintended behavior with the graphics. The game is still fully playable though!

Thanks for the feedback. If you try the newest build, the hero should reset after a restart of the game. It's by no mean a perfect fix, but it should unblock you until I have time to properly sit down and debug. Apologies for the inconvenience!

Thank you very much for the encouragement! We are planning on releasing it on steam later this week/next week.

Haha yeah we're definitely having some balancing issues. Congrats on getting to the 36th floor though!

When I saw only up, I thought nothing would happen the first time I fell to the ground. Then blood spilled out and I stood up as if nothing happened. Cracked me up haha. 

Fun game, as many have already mentioned, very impressive that this was done in just a 4 day period. Well done!

That was very relaxing. I can see how the mechanisms would expand further, even though what you have right now is a bit short. There's definitely some potential here. Keep up the good work!

Yoo I learned Godot by following your course on Udemy. Awesome stuff!

Fun game! Pretty sure this is the single most polished and well balanced rogue-like that I've played thus far in the Jam. It is also very cool to see a very distinctive identity between the three sizes yet still keep the combat so fluid and seamless. Great game.

My god. Am I really playing a Jam game? Full menu screen, detailed tutorials, complex puzzles (multiples of them) and even a hub area. Very atmospheric too. There's just so much packed into this game that its hard to believe it's done in 4 days. I don't think I can provide a lot of meaningful feedback, but maybe consider looking into different difficulty curves. Having a hub area is super cool, but it was a bit confusing where to go first (maybe it didn't matter?). 

This really blew my mind; it already feels like a paid game lol.

The polish and the atmosphere of this game is absurd. Amazing game.

Cool game! Very interesting mechanic; I really dig that. I think this is one of the best platformers involving resizing mechanics in the jam, as you've dug a bit deeper to incorporate the resizing into jumping as well. Also love the idea of having secrets in levels, these are in my opinion the cornerstones of a great game. Nicely done!

Cute game! No complains other than the fact that there are no walls behind the starting point - when I got the cheese back, I dashed off the floor and fell into the abyss haha. 

Cute game! I especially like the fact that you've included some extra content/challenge in the levels. That's usually what really make a game go from good to great. Nicely done!

Very cool game! I enjoyed the visual style, first 2.5d i've played during this jam. I also enjoyed the mechanics; they were all very interesting and lays a great foundation for more levels.

One issue that i had was for the triangular ruler, the controls were kind of intuitive for me. I also flew it out of the screen, but because the controls were unintuitive to me I couldnt get it back LOL. Maybe either have a screen sized collision or have the ability to call the triangle back with a button press!

Very cool game! The monkey asset and the art style actually gave me some creeps; this may work really well as a premise of a virus game with a hint of horror, such as Doki Doki Literature Club! or Do Not Feed the Monkeys. Really good work, hope to see it as a complete game!