I don't think the pixel art meshes well with the look of the GUI but aside from that this was a good submission.
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One of the things I was thinking of adding was alternate microgames for each text prompt that would require a different ability. This would force the player to react based on the microgame and not the text prompt. Thanks for the feedback!
The theme doesn't really come through with this game because holding one item or dying from one hit are pretty common as far as games go. I had difficulty playing this game for three reasons:
1) positions of the enemies don't reset upon entering a room.
2) the collisions make it difficult to fit in between tight spaces.
3) enemies can't be killed so you have to constantly move them.
An interesting take on the theme. Reminded me of the evil spirit exorcism mini-game in Mega Man Battle Network 6 except with only one turn! My only criticism is that I wish I could see the scenario before choosing or upgrading my abilities.
I really liked your take on the theme. This is one of the more interesting "platformer without jumping" games that I've played. I did like that the collisions were in the players favor so you would slide onto platforms if you were close enough. My small criticism would be that sometimes the player character will get stuck in their rising animation after they have landed. I would recommend everyone play this game in full screen to avoid clicking off the window while pulling the screen downward.
A good entry! This game forced me relearn every instinct I have as a gamer to move before jumping! The obstacles don't reset after you die so it gets easier with each attempt. Also if you wait long enough on the title screen the music stops looping. I really like the concept but the collisions are very rarely in the players favor when platforming and avoiding obstacles so it's pretty difficult.
Had a little trouble at the title screen but after that it was a pretty fun experience. You might want to make it more apparent what you can use your grappling hook on and what is a solid wall.
I thought about how to fix the quick spamming strategy and I decided to put a little cooldown on placing a symbol. This would make blocking your opponent a little easier but it might make the matches longer.
I like the concept. I don't know if it's intentional but some of the items you get are clearly better and more fun to use than others. Aside from occasionally getting stuck it was pretty fun.
If you don't click anything at the start you can still be attacked so you might want to put a pause on spawning enemies before you save the first zombie. Other than that it played quite well!