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A member registered Aug 02, 2019 · View creator page →

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Cute! I enjoyed it!

The button in the bottom left reads "of 6" for me though - not "of 7". Clicking it also only displays six endings, "Burning" isn't listed. Once you trigger it, it will appear in the list, but the maximum doesn't change. So completing all endings reads "7 of 6".

Haha, you make it sound a lot more clever than it actually is! Thank you for the kind words, I'm excited to see where I can take this idea post-jam (even though I'm currently a little bit short on time...)

Great fun! Some clever limitations regarding the fact that you can only upgrade near the base and that the rope can wrap around obstacles. Sadly aiming with the mouse was slightly off, which made surviving a little harder than necessary and the (web) game crashed multiple on me after gameover. But still: very enjoyable, gave it multiple tries and found every single one of them entertaining!

Neat concept! The player character is *really* hard to see in front of the background, though. Given that and the somewhat finicky jump controls, the introduction of enemies does more harm than good, I feel, as you have to start all over again if you get hit three time - which can happen fairly quick. Very promising for your first Jam-Game (and only 1-2 months of Unity) though - keep at it!

Haha, yeah, the game isn't too challenge once you figure out how to play. Glad you had a good time still. If I continue working on it post-jam, I'll definitely think about ways to ramp up the late game's difficulty and change things up a bit over time.

Thank you! I feel the same way. Might explore some of the idea's potential post-jam. Thanks for giving it a try!

You will lose as soon as one block touches the bottom of the screen. A red zone will flash up to warn you about blocks getting to low. Admittedly though it's easy to miss, given the very (!) simple visuals and it's a bit harsh for first time players. Thanks for playing!

Thanks! :)

Thank you for playing! :)  The post-jam version will get an indicator for the currently selected block for sure!

Really impressive! Coming up with good puzzle designs is really hard, especially so in 48 hours. It's a neat idea that fits the theme perfectly and enables some proper brainteasers. Not gonna lie though: took me quite a while to solve the second level. U_U Once I understood how the game is supposed to be played though, it was more or less smooth sailing though: the difficulty curve was well balanced and each level came with its own challenge or quirk. Great job!

Thank you for the kind words and for looking past for the (obviously!) bare bone presentation. :)

Really sorry to hear that the freezes  came in the way of your enjoyment. They will only happen if you already had one block selected when losing the game. If you start a new run after that and click on any block, the game will crash. I implemented the gameover-screen last minute and only had time to run a few tests where I didn't click any blocks, so I missed that. Will upload a patch after the voting ends.

Regarding the presentation you're obviously right though, not gonna argue that, hehe. Still pretty happy with it for just three hours of work. And given that I'm especially pleased to hear the balancing of risk and reward (i.e. the actual game loop) kinda worked for you.

Thank you for giving it a try!

No worries, for the given time you did a really great job! And as a lot of other reviewers seem to enjoy the game quite a bit, it's probably safe to say that it simply isn't for me. ;) 

To be brutally honest here: I couldn't really get into it. Moving the rocks around feels really satisfying and the magnetic connections come with exactly the right amount of weight. However, the actual goal of replicating the given layout was a little too fiddly for my liking. That being said, the implementation feels really solid (especially so for a gamejam) and I really like the look of the game. :)

Great job! Enjoyed every minute of it! Charming art-style, joyful music and some clever mechanics that manage to capture the essence behind some very mundane tasks everyone can relate to.

A very clever little idea. Would fit right into a Wario Ware game. :D

Very nice realization of a popular puzzle-concept! Well-designed difficulty curve (though I found level 12 a bit too easy), unobtrusive music & sounds, it's always clear what to do or why something doesn't work (subtle screenshake when walking into a wall, missing squares rotate when one tries to enter the goal without them) and level 9 introduces a very clever twist to keep things fresh. Good job! :)

Thank you for the honest review. :) The game was made in only three hours, so I had to make some pretty substantial compromises. However, I really should have included some indication of which block is currently selected, I can perfectly understand your confusion there.

Yeah, I'm really happy with how the tutorial turned out in the end! Thank you for playing. :)

Haha, you're right! It really does resemble Guild of Dungeoneering! That's coincidental though: the main inspirations were the "Labyrinth" boardgame and "Cardhog", a game I've played (and enjoyed) quite a bit lately. Thank you for playing! :) And yeah, I developed a bad habit of  making extensive use of the Godot icon when prototyping over the years. So when I ran out of time, I decided to simply keep it in. ¯\_(ツ)_/¯

Yeah, that's how far I got as well. But then I couldn't find a way to kill the remaining two enemies. However, I got it now, just had to tweak the order of things a little. :) Thank you for trying to help me out anyway - really appreciate it!

Dead ends can be used to block off directions you don't want the player to move in, e.g. you can use a dead-end with only one exit to the south  to block an exit pointing to the north, east or west. However, that's too easy to miss and should be made clearer during the tutorial. I imagined it to be a more interesting choice for blocking off exits than the no-exits-tile as the player might turn around and arrive at a position adjacent to an already placed tile in which case an already placed (but still unvisited) tile becomes really dangerous. Admittedly that's hardly relevant at the moment though as most players end up building in a (more or less) straight line and never turn around.

Thank you for playing. I found it quite unique as well. But of course I'm biased, so hearing it from you is even better. :D

I cannot even begin to tell you how heartwarming it felt to read such a comment during the first few hours of the jam! Thank you soooo much for the kind words! I definitely have some cool ideas how to explore this concept further once the jam is over. 147 rooms sounds crazy though - I don't think I ever got this far during playtesting!

Thanks, glad you enjoyed it! I'll likely continue to work on this post-jam, so stay tuned for more & prettier gameplay. :)

Yeah, I wished there was some more polish as well. :D Simply run out of time in the end, so I had to make do with what I had at that point. Comparing the play count of last year and this year, that certainly cost me a substantial amount of views. Glad you tried it out anyways!

Thanks! Especially glad that you liked the tutorial! Even if I'm still not too fond of text-heavy tutorials, I was really happy with how it turned out in the end and managed to tell a bit of a story as well.

Yeah, I was surprised how much depth there already is despite the rather limited set of options. Balancing definitively is an issue though, if you get a good start it's usually easy to run with it, but you can get screwed horribly by a lot of 1- or 0-door-rooms as well. I'm confident that this can be tweaked with a little more development time post-jam though. Thank you for giving my game a shot!

No hard feelings! I'd have reacted the same way in your shoes! Sorry to hear that you ran into bugs and thank you for giving a detailed description of what you've encountered anyways. The map will definitively get a rewrite post-jam! The code for it is an absolute nightmare that I only kept in because I didn't have the time for doing it anew...

Haha, if this game is missing anything then it's (S/V)FX! Glad you enjoyed it anyways.

Thank you for giving my game a go! Glad you liked it! :)

Thank you for playing! :) I agree that once you grasped the mechanics, the turn timer is likely a bit too long. However, I wanted to ensure the jam-version stayed  possible for anyone checking the game out and as I hadn't much time left for balancing  I chose a rather lenient time. Will certainly try that for the post-jam version though!

Yeah. I really struggled with time management this year. Spent a little bit too much time on brainstorming ideas and once I finally settle for this game, I ran into a lot of weird bugs midway through development and barely ended up finishing the game at all. Did not even have the time to think about polishing anything! ^^' Will likely continue to work on this post-jam though... Glad you liked the concept!

Gold was added only one hour before the deadline. Thus the implementation is really barebones: each card has a 20% chance to contain gold, no matter the layout, thus  including tiles without no walls. So technically not really a bug - but still pretty pointless, yes.

I had a lot more ideas for the game, but (as always) things turned out to be a lot more complicated than I anticipated, so I ended up cutting most of the stuff I originally envisioned. In the end I was glad to be able to hand in something at all! I'll likely spent some more time polishing this post-jam, so your detailed feedback is much appreciated! Monster fights & equipment were already on the todo-list, but a mechanic to rotate tiles sounds pretty interesting too! I went for one infinite level over several smaller challenge-like levels, as I found designing puzzles a bit tiresome for my entry last year and wanted to try out a more "generative" approach to puzzle design  this time. Definitively will consider adding specific challenges (maybe coupled with special player-behavior) for a post-jam version of the game though!

Thank you for giving it a go! :) Indeed, the presentation is really rough: I barely managed to finished in time this year.  If everything went according to plan, I would've finished the gameplay on Saturday and spent the whole Sunday polishing it up. But instead I lost myself in the details and ended up spending WAY too much time on the (rather inefficient) implementation of an infinitive level... ¯\_(ツ)_/¯

Thank you for playing. I see a lot of potential here as well. :) After a lot of headscratching while  designing the puzzles of my entry last year, I tried to consciously stay away from puzzle design this year and instead chose a more or less "generative" approach this time.

Thank you for playing. Glad you liked it. :)

Excellent job! Got stuck on the last level though. :( Any hints?

Really hope you continue to work on this post-jam! Some QoL-features I'd enjoy:

  • moving a character not only down, but also up in the turn order
  • letting the "play"-button toggle between "play" and "stop"
  • removing a single hero by right-clicking on it
  • direct level selection

I think you nailed the feeling of being a parent! ;D Real neat idea! Wish the shield would be just a little bit bigger though: had a lot of trouble reliably blocking projectiles on level 3. Also it felt like the son is knocked back just far enough to be right where he stood when the next bullet reaches that point, which can be quite frustrating when you're close to the end of a level. Lastly I'd shorten the duration of the fadeout when restarting the level, given how tricky later levels are and how quickly it becomes obvious when you screwed up. All in all very challenging, but well-made game. :)

Though about a similar concept during brainstorming after reading Mark's comment on "what is something developers usually can control?" - really cool to see it realized here! :D I found spending 20 points a bit tedious though, especially given that I usually ended up pumping all or nearly all my points into one stat anyways. I feel like 5-7 points (with greater impact) would be optimal! Loved the concept of the "Style"-category basically being the pure hardcore experience of the game.