Thanks so much for playing!! Could you provide any more details about the issue you were experiencing around getting kicked, such as where/how it happened, and what it looked like? Even if it is entirely on your side, it's still probably worth it to investigate to make sure there aren't any rare, game-breaking crashes I missed. Thanks in advance!!
polytoped
Creator of
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I couldn't figure out how to get the big hexagon currency, nothing I did seemed to work. I placed dozens of nexuses, extractors on every big rock lying around, and buds absolutely everywhere to prevent the slow-growing pentagons from destroying my stuff. I grinded hundreds of the smaller, three-hexagon currencies, but nothing every happened. No more enemies showed up other than the original couple pentagons around the map, and I was never able to build any of the buildings other than nexus, bud, and extractor. I don't know if I just missed something or the game was glitched somehow, but the atmosphere and music are very cool, good enough to keep me playing for a while despite being utterly confused.
Most infuriating game of the jam 10/10.
After several dozen attempts, I finally beat it in 47 seconds. Figuring out the routing was an absolute pain because towards the end nearly every jump is completely blind, yet I was so invested that I had to see it through, kind of like Getting Over It. It's definitely rough around the edges and could use some much needed quality of life features like being able to move the camera around and zoom out more as well as having some sort of lead-up to the gravity switch, but the core idea of having gravity constantly switch and not having control over when is very compelling, good job!
I really like the momentum-based platformer physics you have, it feels refreshing and different from many other platformers I've played! Some music and sound effects would be really good for setting the mood. You already have some lighting which works well, but even more foreground/background environment art with maybe some parallax would also be cool for really nailing the strange place vibe. Good job!
Thanks for all the feedback, I’m glad you enjoyed it! In retrospect, I probably should’ve just called them “health” and “mana” (or something similar) for clarity instead of giving them my own fancy names. Also, the actual map itself was one of the very last things I made, so I never even cleared it myself to see if it’s possible lol
Thanks so much for all the feedback! I definitely agree that checkpoints were needed; They were on my to-do list but I was unfortunately working up until the very end and wasn’t able to sneak them in.
I’m honestly surprised that the art has been a highlight for people, I wouldn’t consider myself much of an art person and prefer working on programming/game design and music over art, so your compliments mean a lot!
This was really fun! I love watching the little racetrack to see who's gonna go next. My only critiques would be that the pace is fairly slow, each battle simply takes a while. The fight against the 3 worms in the exit was fairly quick though, which was nice to have a break from the tedium. Also, in one playthough I got softlocked-ish against the Sphincter because we both just kept defending, and neither of us could simply do enough damage to move the fight forwards at all. Also, some quality of life things like a numeric amount for your health and defense, as well as seeing which buffs are currently active would do a lot.
Overall, good job, the art was good and I liked the simple turn-based combat!
Lamplighter? I hardly know 'er!
Anyways, very good art and music, I liked the atmosphere a lot! My only critique would be that the core game loop is a bit clunky, right now there are almost two objectives: survive the time limit and light as many lamps as possible. This can create a bit of a weird situation, because I think I lit more lamps on my very first run where I had no clue what I was doing and just sprinted to the right lighting every lamp along the way than in my run where I was actually cautious and survived the time limit.
I wonder if it would be fun to remove the time limit and instead place the focus on lighting as many lamps as possible before you inevitably perish, with the game becoming more challenging the further you progress to the right. This might better complement the slow and methodical gameplay style the game seems to want you to take.
Good job, I liked it a lot!
Thanks very much! I think I might’ve spent too much time on the polish and not enough on the actual content, but oh well. For the blood system I was just grasping at straws, I wanted to make something like hollow knight’s soul system, but the bullets in my game are red and the enemies explode in a little red cloud, so I called it blood even though it doesn’t really make sense, more so just to have something to call it.
