I just learned that using the submissions randomizer breaks the fullscreen feature.
RafaelWortmann
Creator of
Recent community posts
Yeah, I realy had not much time for designing level this time.
Thanks for the bug report. I will look into it. Did it happen directly or after a level restart?
I noticed that sometime when playing on a touchscreen phone or a laptop touchpad that the block was let go for a milisecond and then grabbed again. Leading to the move counting as two. You incountered another bug right?
This game looks realy god, has a nice learning curve and some creative puzzle. Some aspects of the controls felt a bit off. At first I was a bit confused, that a had to press left click again to launch the bomb - I was still pressing it from picking it up. Maybe using being press and realse for different actions could make the controls a bit more streamlined.
The delay after releasind and before throwing also felt off. I get that the character has to "load" his arm. Myb this could happen while pressing RMB for choosing the powert. With the delay I was aiming at moving objects and was frustated when it didnt land bcs of the delayed launch.
Nice game, I had some thoughts while playing:
- I thought that the axes would break when the Stamina bar was empty (bcs of the icon)
- Somehow i couldnt enter Fullscreen in the browser using Firefox
- Are the 30 days a challenge?
- using the Wood the build bridges to fell more trees could be nice
- regarding the Upgrades. I just bought an upgrade everytime I could. Different path with divers updgrade could be nice
I sadly didnt manage to reach the higher platforms
known Bugs:
- The hitbox of the three pieces block is only two pieces wide. It is possible to complete all the levels without using this bug.
- The countdowns on the purple pieces do not reset when you restart the level directly. If you want to replay the level, go to the main menu and select level 5 again. The level was created a few minutes before the deadline, so it isn't really challenging.
This game was realy fun. Spend the last 30 minutes or so playing it. This is already very solid and in many aspects also very polished. So the feedback and the ideas should not take away from the great game you already had.
- What does the blue ammo realy do? Would it be possible to be used up, so I can stick with the current weapon roll?
- The font for the prices and my money was hard to read. Some times I didnt realy know how much money I had.
- During the dungeon selection: Why should a player choose a worse generated dungeon. I.e. why choose harder enemy over more chests? Could the attributs be merged? If you choose harder enemies you also get more gold.
- A inventory like idea for the weapon slots machanic: The player could decide in what specific slots the new items go. I.e. the player has 3x 7s and can decide to put them all into slot 1 to maximize the chances for a 7 in slot 1 or the 7s can be split onto all 3 slots - leaving the chance for a tripple 7. The tripple 7 could be then extra strong (if it isnt already - i neaver had a tripple).
Super cute artstyle and great music. I get the idea. However it realy feals bad when in some levels u can only win with luck ... In the end for me it always came down to:
First fight: Scout the enemy (only way to win this soon is with luck)
Prepare: Select the best elements for the fight. To elimnate bad luck on my side I sometime also just selected one element type.
Second fight: If my wheel is only one color, I just have to see if the enemy has bad luck.
This could perhaps be resolved by starting the round with an unfinished wheel and introducing an element selection phase for both the player and the enemy. It could also be interesting if elements were used up. For example, once a tile is played, it has to be replaced.
The who beats who on the rules book, also took me some time to understand. An X arrow beats Y would be helpful.


