Aaaaaah, thanks! It shouldn't be interactable from this side. I'll push an update later that fixes it :)
Moraguma
Creator of
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Thanks! We should have spent more time on the sound design but when we actually got around to it we had less than an hour before deadline :p
The idea behind the skeletons taking tiles away is that it would create a nice feedback loop. When you have a lot of tiles it's easier to get more points, since more coins would spawn, but it would also be harder to survive, since there would both be more enemies and the tiles would be harder to move around. In return, when you have fewer tiles, you will naturally get less points but the threat would also be smaller. That way, when you get hit, the game offers you some time to recover with an easier map layout. I think it mostly works well, since you are forced to get D6 to progress, but maybe some form of pressure to also stop you from taking too much damage (or some bigger reward for not taking damage...) might have incentivized the player to try to keep the ammount of tiles high
Thanks for the feedback!
Very solid entry! I especially like the way the dice indicator works
The game is a little rough around the edges, but the main gimmick is extremely successful at funneling the player towards a playstyle that incentivizes speed and careful thought. It feels really nice to learn how to play it well :3
A few nitpicks: it doesn't feel extremely intuitive when you should be taking damage or not as enemies can slide against you and do nothing, and sometimes the enemy types can be really spread out and that may require you to run around looking for a specific type for a long time instead of attacking when you're trying to build a combo
Love the style!
The combat system reminded me of the prisoner's dilemma and I think it has a lot of potential. The way it works right now though, with the player being able to see all the faces of the enemy's dice, makes it so that most of the time there's a move that's objectively correct, in that it gives you the most chance of dealing damage. I think the game would be more interesting if it forced you to think about your opponent's intention and required you to call their bluffs instead of being about calculating percentages. I think it would play great as a card game, but it currently feels more like a math problem
Thank you! Do you know at which level you managed to pull a platform through a wall? The way moving platforms a coded is such that we have to set up collision detectors manually. It works really well but we need some playtesting to make sure all cases are covered :p
If you don't remember it's cool! Thanks for playing!
Yeah you got the pink bubbles right! They kinda have a pontier side that indicates which direction they're going to throw you. We're planning on making them look a little bit more like arrows on a future release for sake of clarity :p
What Goes Up wasn't really a direct inspiration but we noticed some similarities once we started developing the idea, so we actually used it as inspiration for the spinning animation when you're floating!
Thanks for the feedback on the red patches! I've been on and off doing some adjustments to the levels based on what I saw from other people playing and you can definitely expect these to be more consistent on a post jam update
Thanks for playing!
I think the UI might be nicer to read if it was a little less text heavy? I think having icons for each action instead of text might help locate stuff a little quicker
Oh, I do like the levels, really. It's just that sometimes it feels like you're performing a bunch of tasks that don't really connect to each other that well, like jumping over a pool of acid at the start of player 2's route only for it not to come into play into the rest of the level. Like, they're nice and they serve their purpose well, but I think they could be better if they focused on more specific conflicts instead of just sort of a broad get from point A to B? Sorry for not being very specific :p puzzle design is hard but I really feel like this mechanic has the potential for really clever levels
I love the way the game looks! The tower defense aspect is a little less interesting tho. While new areas of the map opening up as the rounds progress is interesting in theory, being able to move towers around makes it so you don't have to worry too much about positioning. That and also the different towers don't seem to have a lot of differences between them.
It looks very polished tho! Good job
I love this! Very juicy and intuitive. I just wish there was more of an incentive to switch enemies on the fly. As it is, I would just choose whatever looked best and stick with it until it died, I think it would be more interesting if the player was forced to think deeper about their choice for possession + had to switch enemies mid action. Great job!