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nemo9955

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A member registered Jun 04, 2024 · View creator page →

Creator of

Recent community posts

Thank you for the feedback, yeah proofreading was clearly lacking, will cleanup after the Jam.

Weird to hear about the 2 moves on a key tap, i have different timeouts for rotation movement and lowering, maybe a key tap is longer that the move timeout somehow.

I had the option to set different values for each game mode but did not have time to tweak that also, will definitely make the solo/duo modes less fast paced than chaos variants after the jam ends :)

Will also add some controls menu also, got some feedback that some solo players want to use the arrow keys instead of wasd.

Thank you :D

It also took me a little by surprise also, kind of awkward if you miss a rotation and have to go "around" all over again, was considering making different left/right buttons but decided 4 simultaneous falling combs is much cooler.

Yeah, initially i made them "jump" more to the left/right and it was ok-ish, but decided to just make the lowering speed more manageable and just leave it at a more diagonal left/right and lean more into the chaos part.

Thank you for the feedback, there are 15 different combs, but the order and balance needs a lot more work, did not have time to playtest so just made them in order of number of hexes and how complicated the shape is , maybe adding new combs at 2k score was also an extreme measure, might tweak it after the jam to clean it up.

Nice soundtrack and cute idea and stile, would be nice if the piece moved while holding left/right tho.

Thank you, spent quite some time on the controls to make at least those decent.

Was the crash when you attacked as a bat ? I had some random crashes then, but could not identify them in time :(

There is a small "angry" GFX when you take damage but i agree, a lot more polish could have helped.

The first attack of the enemy is instant, but then is a cooler and the player can spam attack, the idea was to make it "easy" for the player to die in order to make switching characters fell need, because that was the intended way to finish the game.

Will definitely lower the scope of the game in order to add more polish next time :D

Good catch with Trine, played the first 2 a long time ago and might be the inspiration subconsciously but forgot about the series.

Definitely would have been something similar, in the original idea you could not "finish" the game with only one character because some collectibles would be hidden behind obstacles only 1-2 characters could access so you needed to switch monsters, and the peasants where meant to be an Easter egg not the starting characters ... oh well.

Cool idea and great execution!
I liked the visuals, consistent,  clear but not distracting, great job with the things like FOV change, bounce and animated text!

Hello, thank you for playing the game and reading the GDD and for leaving the review :)

Yes, we did not get the time to make a proper map and implement the random spawn and playtest, so we just used a debugg functionality to startas the first child object in the editor and just play as a peasant in a village.

We did manage to implement the different characters, and you can play as them only if they kill you, so going to the left you can let the ghost kill the peasant and you will control the ghost, to the right there is the werewolf and Nord in the castle the vampire.

They have different control characteristics, and we prepared the different collisions, but we did not have time to make a proper map, so no real way to show that off.

Also, left from dev time are the 1..9 keys that just switch to that index of the character to playtest to easily try it out.