Yeah, currently there is no progression in this game beyond the growing memory board. The idea was to gather new body-parts via the memory, but you could only pick a few cards per turn. After the memory a fight/competition sequence follows against an npc, which when won would grant perks for the memory game, like looking at one extra card before flipping it.
TobidoT
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Nice, have not seen many strategy games here, and this feels really complete. Overall i really enjoyed it.
I would suggest to try “less depth” (fewer building types) for a game jam entry next time. With the symbols not being related to the resources gained as well as being quite complex instead of maybe simple shapes or icons, it was a bit overwhelming and hard to apporach at the beginning.
Maybe instead of using symbols from astrology or alchemy, you could have used weather icons like a sun, tornado, raincloud, … for the events. And either stick to numbers or use plain shapes/colors like square, triangle and circle, … for the resource markers.
I have to agree with the other comments, this could be a nice mechanic, right now it feels uncomplete as a concept though.
At the beginning you have to rotate the hammer manually, which is quite tricky, and after that you have to use the mouse and completly discard the earlier mechanic.
Maybe it could be adjusted, so the hammer has more momentum on its own, so you have to make one or two rotations at the beginning and then it would from that alone continue spinning on its own for multiple turns without you moving. You can use that time to properly navigate in the level. But then after some time you need to increase the moemtum again with some timed moves to the left and right (like you can do currently). The mouse would not be used.
Yes, it plays much better now. Also sound effect + audio is new right?
you should consider adding a disclaimer though, because the late submission 24h period was not supposed to allow for any feature changes, only bug fixes.
Not trying to downplay your improvements, it is good to see you engaging and acting on the feedback provided, but also consider that the host of the jam may not approve this (not sure how relax/serious they usually are with this).
Solid mechanic. Nice game overall.
As was mentioned previously the beginning of the game was actually way harder than the end, because with all arms equipped, you did not need to aim really, which i think could be one of the skill expressions in this game.
Though, i also liked the aspect where certain apendages would need to be carefully attached as otherwise you would have a harder time climbing the hills.
Since there was no shop (or i missed it), it seems one is better of just ignoring the minor enemies and run past them as fast as possible.
I wonder if this could work even better in purely puzzlegame, without enemies like that, or maybe only the boss fights, but the primary mechanic being figuring out how to combine the correct tools correctly, to be able to perform the required maneuver.
Interesting Concept, it has potential. Feels like a cozy game or an arcade game.
A few things i would like to point out:
- I had a hard time reading the text of the npcs, when one is flying by so fast.
- The game gets quite laggy at times, during loading actually the site almost froze.
- I would consider trying a different control, the A/D rotation seems a bit limiting and uncontrollable under speed.
Yeah i realized it is hard to see on some screens, but as a last minute upload i added the shortest “introduction” to the game in the background of the menu with a screenshot and some descriptions.
No buildings do not have cross synergies. If at all they have anti synergies, as both foresters and hunters work better when placed on forest (dark green). And you have to figure out which is more important.
Each building requires a certain type of terrain and only its parts where it is on that terrain produce yields.
- Forester => Forest (Dark Green)
- Hunter => Gras (Light Green) or Forest (2x yield)
- Farm => Gras
- Hut => Any
- Mine => Mountain (Gray)
The farm has additional benefits if it includes some water.
You have to work your way up there. You start with 100 Workers as a resources. Every building needs workers. And yes in the beginning you can only build foresters to generate wood. With enough wood you can also build “Hunters” or “Farms” though, which generate food. With wood and food you can eventually build “Huts” which produce workers. And very costly mines, if placed on the mountains produce gold (which is in this version the endgoal). The current balancing is quite difficult and requires careful planning in order to place even a single mine throughout one playthrough.
Good start as a level editor. I think the movement needs one more layer or input (like a jump, or inertia). As i was unable to really gain momentum in any way. I tried building a ramp with the goal at the end of the jump, but it barely made any difference if i took a lot of space or started rolling only a little bit before the ramp.
Game feedback
First of all, it is a solid Pong clone with a powerup mechanic against a simple AI. That is nice.
It does not seem to possible to beat the AI without any powerups. Since there is no mechanic to control the behaviour of the ball, or as far as i could tell it also did not speed up, which means the AI can always keep up by simple following the ball.
But most powerups, except for the “mutliball” one, only last very few seconds, allowing you to score maybe a single point while they are active. And as soon as the multiball is active the ai is (understandably) confused and hardly catches any balls, making you get into the leads easily.
I also was unable to understand how the “coin” system works. Each time you hit the ball you get at least one coin, but i sometimes got up to 3 coins. Is that just a bug or some mechanic like moving the paddle while hitting the ball for more “style”.
Something about this entry feels odd however, like it is not entirely genuine.
Solid concept, though the controls are not playable, at least for me. Btw. “Ctrl + W” closes the browser tab. And using “1” for shooting felt strange.
If you did manually write the javascript for this consider calling “event.preventDefault” or “event.stopPropagation” on the keyboard events to stop this behaviour.
Great job, it was fun. I only got to level 7 though and thought this was about to be the end level as it introduced an entirely new level design in a way that i did not know how to adapt, while at the same time reducing the possible attempts to, i think 7 or 8 tries?
The biggest annoyance was when i missed the shot entirely, it would sometimes immediatly show “skip” and sometimes i had to wait it to get to a full standstill, before being able to throw the next one. And often when i skipped, i ended up throwing the next bannana immediatly because i pressed space twice.
Is there a concept behind the aiming, like how to figure out whether you would currently hit or not? I feel like the two crosshairs did not realy help with that. Maybe it should have like a laser pointing at where your shots would land instead.
Also the game appears to be quite laggy without much happning.
Realy good game. Art, music, gameplay all fits well together.
Though it a bit tedius for me when the boxes you had to push yourself were introduced, since you had to run in circles. I guess though that is kind of innate to puzzle platformers.
So i would not say these were too few levels, it is just about the right amount.
Looks like a good basis to take off. The sound effects hit hard.
As mentioned before. The enemies don’t appear to be any danger you once you hit the life steal perk.
Then it just becomes a labarinth game.
At wave 23 i also had some serious frame drops.
As a side note: Not that i dislike the cats, but thematically it is confusing. Why is thor a cat?
Funny idea, sometimes the flowers burnt although i had put the fire out already.
Mechanic wise probably it is still missing a mechanic or two to make it interesting for longer plays. I would definitely say you should have charges on the bucket though as i would not always hit all things at once and then the one item that is still burning set the rest back on fire. And getting back to the next lake takes too long.
Also maybe consider not droping the water while on water i was constantly leaving the pond with an empty bucket, because i hit the key twice. Or mabye use another key.
Yes, to be honest, this was kind of a test to get a feeling of how people think about it. Depending on the result i might or might not return to this concept next year hopefully with finished gameplay and story.
I realized i would not have much time this week (basically both weekends occupied and normal work week). The framework i had already build a while ago, though there are still issues with it and missing features.
I wanted to include the information on how i worked on this and what prompts were used more prominently, but time … If you download the zip file manually there is a ‘assets.csv’ where you can find the links to the suno and midjourney prompts. Though you might need to have accounts there to actually see them.
As for the voices (that you do not hear in the uploaded version)
In short the process went something like this. I asked chatGPT to get me a description of some area for music and image. And what the ‘reason’ for the specific scene is (like: the player learns here about the spirit that is following him). The i would send those prompts to midjourney and suno selecting the results i liked most. Sometimes this resulted in me giving feedback to ChatGPT, because midjourney made something a little different and it was easier to convince chatGPT to change the scene, than fixing the image in midjourney to have specific elements in it.
If you want to have a closer look look i just uploaded it to git, though i am currently still refactoring so latest state might not work if you pull it. https://github.com/tobidot/html-adventure
Even after deadline you should still be able to update the itch-page. So maybe you want to make a screenshot and add it as a thumbnail.
As for the game, You could improve on the background match the actual “race track” more intuitivly, it is kind of hard to tell when the character is in air and when it is not.









