The sound effects add another layer to the game! So fun to play and I found myself keep unlocking the next action and see what that is. Would love to see more actions to play with and combine. Great work!
Moemurk
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Love your minimalism art style! I think a simpler tutorial for the first level will be more helpful. (Thanks for your solution video. The moment I got how the mechanics work, I was instantly hooked! Your game really has potential.) Something like ,introduce the mechanics one by one. For the first level, maybe simply let the player draw a single loop around 4 trees, then reduce to a pair of 3 trees, then maybe the grave.
Thanks for playing and for the screenshot!! (We didn't have enough time adding a boss level, so the last level is what we could provide :D Hope you like it!) And glad you like the concept and art!
We do plan to polish the game and expand more levels and mechanics to publish a full game! (Hope we can make it!)
Thank you so much for your warm comments and feedbacks!! Glad you enjoyed it!
The enemies in the level is not needed to be killed to collect the key, but it's a good inspiration for future levels! We hope to leave some space for players exploring by themselves. So slower tutorial levels on the behavior of enemies might help and clarify it, I guess.
Thanks for playing and for your praising!! :D
Haha, that's very interesting advice! We are thinking about adding a halo around character with a loading effect to show the gravity shift timing. But a sound effect may work well, too! (I like the "oh" from players, so it's a bit hard to choose.)
You found the hidden treasure! We like the title, too! :D
Ah~ I see! That make sense. Thanks for explaining! Great twist on the perspective! I could feel the vibe of "Start to think about the meaning of themselves in the game world" when talking with the first character (or the boss).
Oh! Maybe you can put a short version of these concept explanation on the submission page, where "how does your game fit the theme" shows. Usually people look for the explanation there when they are confused about the concept, I guess.
Anyway, nice game! Your team has great potential.
Thanks for the feedback!! Glad you like the art and gameplay!
Oh, did you go to the boundary of the level? We set the "dead zone" on each side of the level there. This will bring you back to the starting point. We hadn't figured out how to show this to the player, though.
Checked your game and love your art, too! Nice work :>
Great art style and music! I like it! It might be more addictive to play if the dragon's abilities are more powerful with less cooldown, for it is the "Legendary Cute Boss Dragon"! And this game has great potential! Something like different dragon types with their unique skills and normal attack. Hope to see the full version in the future! Nice work!
Thank you so much for your feedback!!
As for the cutscene, we'll add the clicking function so you can read at your own pace as other comments suggested.
We're thinking about adding some small levels to explain the behavior of those elements. Let me explain them here. There are 2 types of behavior for each similar shape of enemies. Barrels will basically move with you and only 1 type of it will hurt you. Spikes will basically hurt you and only 1 type of it will move. The Aid kit is...kind of complex. The red one will follow and hurt you, while the white one will simply stay and heal you.
Basically, elements are consistent in their shape and behavior, I think. But changing sprites to indicate the behavior is a good suggestion! We'll work on it after the jam.
Another thing is, those elements are activated within a range around the character. We'll add something like a halo to show the range, so the player can tell which element will be activated.
Thanks for your patience on the game! Our artist's magic did change the game.





