Thanks for playing and recording! I’d love to hear what bothered you about the movement queueing, it’s probably one of the parts I spent the most time on but it’s so hard to get just right.
Cheers
Thanks for playing, and the providing the feedback! A lot of things to learn for next time. The puzzles being repetitive and the combat being poorly explained are definitely things to address, but the game not respecting larger resolutions (or being web-playable) are probably the most critical flaws to remember for the next jam.
Thanks again!
Thanks so much for checking it out! I’m sorry about the lack of resizing and HD scaling, after a bit of struggling I can mostly get Godot UI elements to resize properly but for some reason the 3D viewport just would not cooperate. With less than an hour to the deadline, we just had to ship with a fixed window size ;_;
Really should have made a web version, but simply ran out of time to export it at the end! Lessons learned for the next jam at least.
Also thanks for the kind words on the movement, spent a lot of time trying to get it to feel right and very glad that paid off! I think the only feature I’d have liked to add would be cancelling queued movements on being hit by an enemy or trying to turn.
I enjoyed the view a few too many times, but I did enjoy the view! What a strange and wonderful place you’ve built, the visuals, voiceover and music really build a fantastic and unique mood!
A little bit of audio-visual feedback as to combat progress and your current health level would have helped the fights feel as interesting as exploring the world, and at it took me an embarassingly long time to stop worrying about the boredom mechanic and treating it as time pressure…
Thank you! I love them too, they’re precious. Great job getting all the secrets, and on working out the completely unexplained combat system.
Weirdly, I thought I’d built the system with too strong a focus on offense. I do agree that some kind of split advantage/disadvantage or subtyping to make the decision less straightforward would be nice though.
Thanks for the detailed feedback and playing through to the end!
I’m so glad the battle system went well, it was a bit of a hail mary on the second-to-last day of the jam. We wanted a rock-paper-scissors system but were not sure on the implementation until it was nearly too late.
The slimes are so cute, I can say that as I made none of them <3
Thanks so much for playing!
What an absolutely wonderful time, the visuals and atmosphere were top notch, the enemy designs are adorable, the UI felt and looked great (especially that minimap, the offset floor and walls is such a nice little touch).
Only played a handful of levels before I had to stop, looking forward to coming back to this one when I have more time!
Such a fresh concept, and amazing enemy variety! The layered temporal and spatial gameplay was very hard to get my head around without a map but it was a fun set of systems to wrangle with. I think I managed to get them roughly halfway across the map?
I wish there was an option to see/follow your younger selves without breaking causality.