This game is very cool! It’s really charming from the start, and has some really thought provoking moments if you stick with it for a bit.
Neil
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I really like the time pressure you put on the player, not only from needing to avoid the witch but in trying to do as much as possible in between witch attacks. I think the camera was actually making me a bit dizzy, I think if it followed the player that would probably work a little better here? Overall good job, I've seen surprisingly few games with witches turning you into frogs so far!
This was so weird, I loved it. I ended up collecting all the mushrooms because the atmosphere was very good. Props to whoever did the music, because it really did a lot of heavy lifting in making this game come to life. I also just generally liked the idea of a journal with some clues to get the player started. And your use of red + the giant footprint in the lower west corner of the map was excellent. High marks from me, this felt both original and immersive!
Just a heads up, unfortunately I wasn't able to play because the web build stuttered terribly for me to the point it was non-functional. The intro cinematic just showed a black screen (that may have been for dramatic effect idk haha). I'm on windows 10 and firefox. Lmk if you want more info to try and troubleshoot, bummed I couldn't play because your game looks impressively polished and I like the idea of the mechanic!
This is a really cool combination of arcade and horror, I think it's really impressive that you got the two to work together so well. It is a bit cheeseable if you just keep running around as quick as you can and croak as much as you need to, but there's still some fear that they'll catch up or you'll walk into a corner or something. I'd be curious what this game feels like after you got some playtesting and spent time fine tuning different movement parameters.
Congrats on making a card game for a jam, I know that's no small feat! And I love this crunchy dark pixel art aesthetic. I will say that in practice it feels a lot like luck of the draw, I didn't feel like I was making many impactful decisions as a player. But I do really like the victory parameter for this! Very cool spin on the jam
Thanks so much for your compliment, I really appreciate it! There are definitely a lot of telegraphing/feedback things we were hoping to add but time runs thin in a 48 hour jam haha. It definitely felt ambitious for us, so I'm glad to hear you feel like the execution was on par.
(also awesome account name and profile pic)
We were hoping to at least show the first move of everything on the board, but that didn't get done in time. It would be interesting to see how it plays with some line-of-sight intelligence to units. Right now they just move forward until they hit something and then choose a random direction (unless they're adjacent to an enemy, then they'll prioritize an attack). Treasures are supposed to help with that, but those only work on heroes.
Thanks so much for playing!
Thanks so much, I really appreciate that! Yeah lvl 1 was designed so you couldn't lose, but there's a level 2 that we left out of the build because it was breaking. So yes, testing was interesting XD Exits are not the only way for you to lose though! If traps kill heroes, the Minotaur does not get experience from them (and obviously if heroes/traps kill the Minotaur you lose). There was a lot we needed to communicate to the player, especially unit pathing, that we weren't able to do in time.
Thanks again for playing!
Hey, excellent job on this! It is very fun and satisfying to swarm an adventurer with hordes of slimes and other enemies. I'd love to see how this would play if you could use your mouse to choose where to summon monsters. Might add a nice layer of strategy, but it's hard to say without trying. Our game is also about feeding heroes to the denizens of a dungeon.
Congrats on a jam well done!
Wooow this is pretty impressive for a 48 hour jam! It took me a while to realize that kills on the bottom screen meant trap triggers, but then the game started to click more. I thought the bottom was especially satisfying. Managing both made me dizzy haha XD You play as the dungeon in our game too!
Congrats on a jam well done!
This is a mind-bending one to be sure! I like the idea of the game being about learning the rules. Playing both sides makes it pretty inscrutable though XD But I have to admit I'm really curious how some of those pieces behave- it looks like a few of them have different states? Our game ended up being somewhat inscrutable too I think haha.
Congrats on a jam well done!
Hey this was super clever! This is definitely one of the most unique interpretations of the theme I've seen so far, and there is the seed of a really compelling game loop here. I could actually see this as a really fun little roguelike deckbuilder, it plays with space in an interesting way that most games in that genre don't do. Our team also made a game that place with space on a grid like this!
Congrats on a jam well done!















