I appreciate how heavily the game leans into the theme. The reroll button was useful at times but I wish there was more agency given to the player. The music and polish is great.
passages
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Very polished entry, Vampire Survivors-like gameplay with the slot machine mechanic fitting in decently with the theme. The music is a standout, graphics are also great. The main gameplay loop didnt feel incredibly challenging, The player could mostly dodge the enemies and there wasn't much incentive to take them out. Still a complete experience and solid entry.
This is one of few fully polished and complete entries Ive played in the jam. The levels are pretty straightforward but there is a good amount of content. One critique would be the inability to predict what is below a ledge which was sometimes trial and error for a small amount of levels with hazards below. Graphics and music were also decent and fits very well in a gameboy game.
Alot of effort was put into detailed and lengthy intro which is commendable. The gameplay itself I assume was intended to be a rage game but personally never quite figured out the controls even with the tutorial. The directional movement is not 100% responsive when you leave the ground. The player also sometimes reverts back to the checkpoints even without falling off a ledge. I tried to continue the game again but the player no longer increased in bounce height. Hopefully these can be fixed.
The graphics and music are good, With the gameplay, I was only able to got stuck with the shoe situation, I could see based on the dialogue what needed to be done, I have spoken and offered money to both vendors but I couldnt find a way to progress. I may come back to revisit but decent from what I was able to play so far.
With the first few playthoughs, I had a difficult time as I was trying to figure out how the negative cards offset the positives. Once I understood that and later revisited the game just focused on the positive or negative final number, it became very fun. An interesting take on BlackJack, Glad there is no real money involved.
I also made a small boss rush type game but I have to echo the first comment, I found it difficult to understand how to deal with the first boss even after reading the instructions and the comments below. I encountered a bug a few times where the boss remains permanently damaged if you have the lightning hit direct from above but below its shadow. Once I understood that the lightning and the owl's shadow had to be overlapped for it to be damaged, I managed to have it hit twice. I do think you aren't afforded enough opportunity to have the lightning and the owl match up. I did enjoy the soundtrack and the visuals, I just think the gameplay needs to be balanced to be more fair in my opinion.
I liked cutscenes that bookend this finite runner, once I understood that downwards movement meant fall downwards quicker while jumping, I was able to navigate through the final 100m. The horseshoe only appeared once and never again, it would have been good to incorporate more of the theme but still a nice short experience.
The control scheme is unique but still intuitive however the player would still move the previous direction if you quickly chose a different direction. I would have liked the movements to each grid to be abit quicker just as a QOL Improvement but the enemy movements and attack patterns all made sense. The last level was definitely the longest and most difficult but managed to complete it after a few runs.
The graphics are great and the game does feel like a gameboy game. I wish I had multiple repels when playing in the dungeon, the enemies are a nuisance, It feels beneficial to just attempt to run and heal if possible as they dont hold any perks when defeated. It seems like there was also a bug where you are required to obtain all the items from the starting floors up after you return an item.
I liked the charming various side characters and the music and the dedication to the zelda aesthetic. It did feel disorientating at times when you ran into a enemy while just entering another part of the map to then get a knockback. Some parts of the map felt like abit more of the same due to the enemies but there was alot of content made in 10 days which is impressive.
Im also at the final dungeon trying to get the chest behind the immovable blocks, Any tips?
Cool little puzzle game, I felt all the puzzles were relatively straightforward, I felt there were some instances where you would move or teleport into a part of the map full of enemies which would be abit hard to counteract first time round. I couldnt predict what the ogre could deal with at times, it would die to a wizards fireball but not a cannons fireball but these are just little grievances and I enjoyed the game as a whole, along with the high pitched worms like voices.
My score was 554. I liked little things you implemented like the timers for the arrows and the score above the player. I like the idea of stringing multipliers but I didnt feel the gameplay flowed as much as I thought it would. The pace slows down once you get hit then you lose the multipliers because you arent always fast enough until you recover. Good potential.
Reminds me of a simplified version of ridiculous fishing, I always forget to cast my rod back out after catching a fish. I managed to catch all types except for the last two largest yellow fishes. The gameplay was simple but I wish there was more of a way to influence the catching of certain types and sizes of fish just for a bit more variety. Simple but a complete experience.

