I definitely dropped the ball with the UX of the text windows - lesson learned for next time! Thanks for playing!
Mizzlewick Studio
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There were a couple of entries I was really looking forward to and this was one of them - I love your artwork and I thought the concept was great - there was humour, something to do and the distinct pleasure of ejecting the crims into space... All to a jazzy little tune in the background. I also appreciated the little extra touches like being able to change the terminal wallpaper and music - and I loved the little helpful ghost who reminded me of a certain unhelpful paperclip... (well done for that wildcard!)
The WASD weirded me out but then I double checked and it was arrow keys - that was a fun set of puzzles - I did have to reload when I switched a pillar around, died to the cannonball and ended up at the start but then the other cannonball kept killing me in the main corridor. But apart from that I had fun! Good Job!
I first took the scarecrow/pumpkin and it seemed very slow and I didn't know if I was supposed to be fighting or running (but I guess it's both :D) - and something kept flashing on the screen but didn't stay around long enough for me to read. On my second playthrough I took the ghost and that seemed more slick and because I wasn't spamming the left click the level up screen stuck around so I could see it - apparently the same button for attack also selects a level up - but if it does that while I'm fighting I don't get to choose as the attack button just chooses whatever is over it - so I would suggest disabling the attack whilst in the level up menu and having a button to say Ok when you've chosen the level up. On my third playthrough I selected the witch/bear thing and I'd worked it all out by then. hope this helps?
I went back and played again - reading through the recent replies I realise I should have taken a screenshot - but I forgot... sorry.
But, I am so glad you persevered and were allowed to fix the critical bug - I think you did an excellent job... although I was getting a little peeved that the jelly things were interrupting my building... ;p
That was a bit of fun - I wasn't sure what the win state was but had bought all the upgrades and couldn't find the ghost I finished at that point - I would have liked some reason to keep jumping out of the grass but there didn't seem any point when I could just run around picking up the corn and scaring while doing so. but I did enjoy doing that...
I love the graphics - it was very tiny though and difficult to see the difference between the people I was interacting with so I was bashing everyone and if they didn't die I guessed they were friendly. Got quite far and appreciated being able to buy a shield. a little more healing would have been appreciated - but I had fun! Thanks.
I felt like this was a very calming experience which is not what I think a combat game should be - I like the aesthetic and the combat was fairly easy. Would have like some kind of UI so I could see stuff... but do understand that the bits your proud of aren't visible. I wish the jam had been a bit longer so that you could have implemented a little more for the UX side of things. But I did play for more than a few minutes which is good!
I think you should - apart from the fact that you have learned lots it would be a shame to consign it to a graveyard with so much untapped potential. It doesn't have to be your magnus opus or something you have to spend years on - learn how to implement and polish some of what you had planned and let us know (I certainly would like to play it) - I feel sorry that you haven't got that satisfaction of a playable game. (although it was playable - I built lots...)
I am not good at these type of games but I did give it a good shot (pun intended) - Initially I was a bit confused about what you had to do as I shot the mob from spawn point but it didn't do anything so I thought it wasn't a mob then I saw the enter sign and thought oh, we haven't started yet, then the mob ganked me when I moved and I kept getting stuck in the door... .again, this is not my kind of game so I struggle more than most. I enjoyed that parts I played and I appreciated the artwork and the masks were cool.
Yeah, I forget sometimes that the old style text games are niche now...lol - but thanks for the props on the content etc. I found out that 9 days is no time at all and had to make some hard decisions and the UI was more basic (although I do have to add, as a beginner, I haven't really got the 'skillz' yet to do a much better job) ;p - thanks for playing!
Thank you for the feedback and the bug reporting - all noted... and I do agree with you, there were a lot of things that could have been more polishes with the text and buttons - if I do update it (currently thinking that I might leave it as it is so I can look back and see how my first game was) I'll definitely be addressing all the things. And thank you so much for playing the game - glad you got a WIN! :D
Ah, yes - the miasma - my thinking is the opposite of yours... if the miasma is in a small space it makes it more concentrated and thus you need a better mask - over a wider area it is much more diluted so therefore not as deadly. But I see your viewpoint as well - perhaps I should have made it clearer in the text? Thanks for the feedback and playing the game!
As a fan of anything Cosmic Horror, I thank you for this - even though it was short (although how you managed all this in 9 days I cannot comprehend) I had a blast growing my very own cult so summon some kind of cthonic old one! From the graphics to the sound and the ease of the mechanics I can easily say it's my favourite so far!
