Thank you for the kind words! I thought your game was great too!
nate00
Creator of
Recent community posts
What a cute and peaceful game! I enjoyed realizing that the line could go deeper and deeper, and there were stranger fish the farther I went.
If you continue developing it, I think a progression system would be really fun. E.g., if you get over 100 points, you unlock a new line that can go even deeper.
Wow, I can't believe you built all that in nine days!! I love the setup of taking control of dead enemies, and of controlling one big bad boss when the heroes get past your front line. There was a ton of juice and I came away understanding basically all the mechanics.
My only complaint is that the gameplay stalled out a little in the last fight. It was down to one thrall vs. the queen. Each turn, I could do a tiny bit of damage, and then put her to sleep. So I did that about a dozen times to beat the game :P
I really like this concept! When going through the tutorial I thought there might be too many mechanics for me to remember, but it was actually really intuitive when I got into the action.
The art is really impressive for just nine days.
I agree with some of the other comments about timed traps being inconsistent. I think I encountered a timing-dependent bug, where sometimes the animation would look like a boulder had clearly hit someone, but it wouldn't register as a hit.
I really liked figuring out which trap to use to kill each person, and where to place them. If you could cut down the amount of fiddling required after that moment of realization, I think this would be a super engaging game.
Yeah exactly – I had an Image I updated using set_pixel(), turned it into a texture with ImageTexture.create_from_image, then plugged that texture into a Sprite2D.
The only thing that was kinda tricky was if the player held down the pencil and moved the mouse quickly, they might move multiple pixels in one frame. So there would be gaps left in the line they were drawing. I did some interpolation to fill in the missing pixels.
Thanks for playing!
Fun concept and really lovely pixel art! Like some of the other commenters, I didn't figure out that I needed to match colors until I had died a few times. But after rereading the instructions I had fun. Trying to kill four slimes in 60 seconds gets pretty intense!
I wonder if it would be fun to add a bonus if you kill multiple slimes using the same set of cards. At first I thought you had to kill all slimes with the same set, but when I realized you got new cards after each kill, I started hitting the Cast button as soon as I found one pair of numbers that worked. It's much more challenging to get multiple kills from the same set.
I really like the concept! The fast decision making is hard but it's satisfying when you get it.
I found I had to keep checking my number and the target and taking my eyes off the action... I wonder if you could display the current number on the player character itself so there are fewer places to look.