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Monday's Lunch

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A member registered May 16, 2020 · View creator page →

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It does! Might be a little too hidden, because no one seems to find it!

Totally agree on the lack of checkpoints being a little too brutal as someone else has pointed out (weird oversight on my end). Will possibly fix that!

However, I don't know if I agree with the dropping of hearts. I feel adding checkpoints would solve the same problem (quick restarts would mean failure wouldn't feel so bad); due to enemy respawns, I feel heart drops would be a little easy to grind; and part of the intended challenge of the game is managing your health and choosing when to take the health downgrades.

You are completely correct with the oversight of having no checkpoints. I definitely should add some, and will consider fixing that,  I think simply a checkpoint before every 'completed objective' could work nicely, using checkpoints would probably ban some achievements and also not reset the timer.

Nice overview, and does point out a big flaw in the balance. Game jams can always have a little wonkiness in their balance!

The disciple sacrificing definitely needs to be dialled down a lot in power, especially when you have enough disciples, you can afford to have one on permanent 'retraining'.  Maybe needs a global cooldown or a large summons cost (no followers) in addition and it is more treated as a powerful tile takeover that hits adjacent ones, not a last resort (which it was meant to be, though it is not costly enough to be that in its final form). 

Very impressed, glad to see someone likes the game this much. I don't know if I even got to 100 floors (I definitely got close)... It was on the todo list to rebalance some of the higher end stuff to not be thaaat hard, but I didn't get to that. At a certain point you have to stop tweaking something and just say it's done!

But yeah, thanks a lot for those kind words.

Wow! Thanks!!

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I have the track names in the credits:

Game music: Tide Changer
Menu music: Techno Chiptale
https://opengameart.org/users/centurionofwar

Thanks a lot! Music credit goes to centurion of war on open game art though, who makes a bunch of cool chiptune stuff.

That's basically the point/challenge of the game, which is getting overwhelmed by changing rules. Though I recognise there are a few improvements that can be made with how it presents the next rules/what rule is applied. Possibly it's hard to understand what is happening because the interface doesn't display the next rules well enough or the notification for a rule change isn't clear enough?

mmm. Well it is very difficult to debug over a comment section without me harassing you with a tonne of specific questions! Which I won't waste your time with! If I get another report of this issue (no one else has reported it), I'll look into this a bit further, but I just can't replicate the problem on my end, sorry.

That is a very sneaky strategy that's a little bit cheesy. Well done! :P

Thanks! Glad you liked it! And you survived longer than my top score (Sitting between 3-4). I personally always regret adding a 'X block bounces' to the list. 

Thanks! And yeah, sadly didn't have enough time to experiment with the interface, it needed 'something' to make the choices easier to skim read or draw your eye. Maybe even moving the choices to the bottom or top of the screen for less eye movement/readjustment. Also the whole 'game rules' being listed may just be adding noise to the interface and possibly could have been left out, relying on the player to remember, which is more in spirit with the game. There's some rambly thoughts there!

Glad you liked it!

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Interesting, no one else has reported this issue. You can't click them with your mouse (there are no mouse controls), you have to use the keyboard '1' '2' and '3'. Were the other controls working? (Including when the controls changed based on rules?).

Yup. Sadly didn't have time to add proper 'safety checks'/'fallbacks' to try and make more reliable paths. Just trying the cheap trick of 'it's destructible terrain so I don't have to worry about clear paths!' isn't enough!

I enjoyed this one, the concept was good for a simple puzzle game and I liked a lot of the visual glitchy effects. The graphics were a little at odds with each other, few clashing textures and sprites, but nothing too bad. You also had a tutorial! Which is always a plus for a game jam!

The gameplay made me think occasionally, trying to find the optimal path, which is good. It was more of a taste of the concept though, as the mechanics didn't have enough time/levels to be fleshed out properly. And maybe for such a small game, just going from one level to the next rather than using the level select room (which did take some time to get back to the door on a death) would be nice quality of life. 

Also moving into a wall on the level select created an... interesting... glitch. Don't worry about it as all game jams have plenty of minor glitches. I just found it funny as the character slowly dances into the wall.

Liked the concept of some form of 'turn based' platformer where every jump and move costs some health. The ghosts (or jellyfish?) were very cute as well, I loved their simple but nice animation.

Sadly, the movement was a little too unintuitive and glitchy for me to get far in the game. You got stuck on terrain a lot and the build up of momentum with multiple button presses is a little too unpredictable. With many attempts I couldn't get past level two, kept getting stuck in the corridor... Maybe a more restrictive or controlled movement (e.g. press left and up to jump 2 squares to the left) could work better? That would make it more of a puzzle game... It depends on what your 'vision' for the final product would be.

Also, for a game where you can die really easily: A quick restart on the level you are on (rather than being booted to the main menu and having to play through things again) would improve things immensely. "Quality of life" features are hard to add during a game jam. But just getting one bit of polish (no matter how small) can really step a game up massively.