We actually posted a pdf with example solutions on the game page a couple days ago, hopefully that's what you have in mind. Some of these weren't the original intended solutions, but rather optimized solutions for ease of completion, but they're approximately the intended solutions in most cases.
Nexidava
Creator of
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Thanks very much for the feedback!
We have plans for a gallery mode once we're allowed to add new features.
We did go back and forth on the sensitivity a lot - if you disable Reactive Sensitivity in the settings, you can manually control the sensitivity with scroll wheel - maybe that would work better for you?
We also fixed the aim prediction to be more accurate yesterday, hopefully that also helps.
Wonderfully cute art style, loved the trainer type game! The writing was excellent, loved all the references, especially the banter with Mint. The polish on this was a cut above just about everything else I've seen.
If I had one complaint, it would be that it wasn't very clear what the bar to get a special ending was, and I ended up narrowly missing out on them all with a very balanced build. If this is the culmination of the chain reaction, I feel like for me, it was a bit of a let-down.
Still really enjoyed the game overall, though.
The magnetizing is very fun, I can't blame you at all, lol.
Hmm, I didn't get any barrels dropping for a good while after the first one - might be a web issue, unsure. I'll try again tomorrow and see if I can make it work. Thanks for the tip!
Selfishly, I wish there was more banter, because you write it well, but I know how it goes...
And thank you very much, it's great to have your support!
The gameplay is engaging, the music is excellent, and the scenarios were interesting.
If I had one complaint, it is that one cannot cancel movement after making it. Otherwise, the mechanics were solid and quite easy to understand.
You're right that a writer could have helped this game shine even more, but for a solo project, this is quite impressive and high quality!
One note: I think you're using "Deplacement" to mean the number of tiles a unit can move - this is a very uncommon word in English, and something like "Movement" might be easier for English-speakers to understand.
I loved this game, though I wish that I'd been able to find an ending where it felt like anything truly changed. I respect the exploration of what being a soulslike boss is, but for a game about the capacity for change, I felt dissatisfyingly unable to achieve it in anything but the manner in which the queen accepted her death. Still, a very fun little game, I enjoyed the concept a lot.
I did find a bug where if the queen has just used move 3 when dropping below 1/4 health, the hero dies when the fire goes off, but is then resurrected for phase 2. Should probably make the hero invulnerable after starting the phase 2 animation? Also, possibly related, on the next run, the "what do you fear?" question was asked for a second time.
