I had a great time! Unfortunately it seems like the game has a tendency to freeze sometimes and softlock you. I was having a great run and then the game just....became unresponsive. Sad, the gameplay is very enjoyable.
Plasmalot
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The reload time and the time between Enemy Spawn -> First Attack is a bit too tight imo. You can shoot enemies in the order they appear but with the reload time enemies later in the sequence get to hit you even with perfect aim because the reload time is too slow.
Reminds me a lot of Papa's games minigames! I liked the concept a lot.
Really neat foundation! Some of the stuff didn't work, like Last Formation just didn't work at all and overall I wish more information was telegraphed.
I'd like to see a turn order, I would like to to be clearer if a dimension costs Coins or Aura to recruit Party Members, etc. But the bones are really cool and with some more time in the oven I think this could be a baller Roguelike/lite.
Nice work!
Pretty short, but a good submission! The game was complete which I liked, and the movement felt crisp.
I do think the platforming was a little bit unforgiving with things like "pick a route" paths that kill you instantly or the fast Boss fight orbs that weren't telegraphed to the player at all, but the game was still able to be won.
Oh also, I really didn't like having to actually install the whole game. I wish this could've been played in the browser.
Nice job!
This game, though short, was nice and fun!
There definitely were some bugs, like cards spawning over other cards, or card selections being visible when you hovered over empty space (where cards normally are if you haven't played them), but they didn't take away too much from the experience.
I did find that the squash/stretch was a little much in some places -- like the cards expanding at the bottom of the screen to the point where I couldn't read the Mana cost.
Overall though, I enjoyed it. Fun art, gameplay was simple but tight, and the secret ending was challenging. Nice work!
Thank you for playing, and I appreciate your feedback! In our original design there were cranks on all four corners so you could always move to the closest crank, but some script designs made that functionality...problematic so we scrapped it. It would've been fun if Father Time had moved up and down or around the platforms, that would've been very dynamic!
I think making a combo system would be an excellent idea!
I appreciate the well thought out response!
I agree that the AI definitely needs some work. Our team was very surprised at how difficult it was to make cohesive enemy logic when many of the platforms they travel around could "disappear" and "reappear". Our solution was definitely one of the solutions ever designed, but it was a good learning experience nonetheless.
Putting the tutorial instructions on the screen during a first playthrough is a brilliant idea, I wish I had thought of it!
Fun fact, there actually IS logic to make the player rotate with the gears! I can't remember if it is still active or not, but it is definitely in the code buried somewhere.
Again, thanks for playing. :)
Thank you so much for that great feedback! I was thinking about putting a small white outline on the ground where the player would land to help the player gauge their location. With your feedback, looks like I definitely should do that!
I'm glad you found the game satisfying to play, I tried to add as much juiciness as I could in the time I had. :)
Thank you for the feedback -- I completely agree. The isometric camera looked pretty cool visually, but it was difficult to gauge depth and where the player was.
Unfortunately by the time the team realized this it was too late to change something as integral as the camera. Oh well, lessons learned for the next project!
Thank you for playing! Originally the enemies were much heavier and dealt damage on impact, but those were eventually changed to make the player feel like they had more control of the game's pacing. You could get dogpiled and launched off the gears pretty easily, but maybe I should reconsider bringing that back!



