Thanks for playing :) I'll make sure to include a 2 player mode if i ever take up the project again.
Ragnil
Creator of
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Cute visuals and a very nice idea. The execution could use some work to be more enjoyable. Could use more clear communication of hits/misses, the text doesn't really do it well enough. Some nice sound effect maybe. Not sure if the noise i heard was good or bad :p
Would be nice to track the current streak. Maybe the characters could make some cool moves when you get a streak high enough :)

Nice visuals.
On my first run i collected all flowers. Not apparent it damaged me until dead.
On my second run i collected the big square and crashed the game :p
Not sure if intended or a technical issue, but the timing is off. You get punished for being too on beat and has to practice to delay your actions, which does not make sense for me. Would probably give a nicer feel if the window is like 0.0s-0.3s, instead of 0.3s-0.6s or whatever you got set up.
Very nice mechanic. Elegant simplicity. Pretty fun! Alot about positioning and calculating risk/reward of traversing an approaching laser. Got high score 24.
The one thing i could suggest is the duration of the lasers kill phase. I think it would give a better experience if the lasers have a very low snappy duration, so you can use the audio signal to determine when the laser has triggered and is over. Now you have to wait ~.5s after the sound and look visually if the line is gone.

Pretty presentation and nice idea.
There's too much going on right from the start. Should consider an intro level with a slow introduction.
It's kinda difficult to follow where you are. To help with this, i suggest a you do a quick animation from the point of origin, to the destination, at the time of teleport. Think this will make it much clearer what's going on. :)
Cool take on the rock paper scissors concept. Nice visuals/audio.
But there's a strategy to win every battle with 0 risk that should be fixed.
Just block everything until the opponent uses a M/L attack. Then you know there will be an empty slot in the end.
Could be solved with 2 options. Let the ai/player insert blank slots, so you don't know when the 3 actions will happen. Or don't let the player use 4 blocks in a round, to always force you to expose yourself.

Has potential but there are some major issues taking the fun out of it.
UI drop actions need to await the mouse up event to be bearable. Clicking an action button could put it in the next free slot in the queue. Keyboard buttons too, Then your players can focus on the actual game instead of struggling with the UI. :)
It's kind of an unusual touch on the concept to let the player run part of a sequence and start the next sequence from the end point. I'm sure there could be some cool puzzle level ideas that takes advantage of that mechanic. Similar games i think often require you to plan the whole sequence in 1 go. The option/requirement to pause at at specific spot to be able to solve the puzzle on the next iteration could be a nice extra dimension.
The art is amazing. Really impressive work! A bit difficult to see what's going on behind the giant mother tree. And the UI for the 4 types is unreadable. Could have used 4 slightly bigger and more distinct icons. But otherwise the visuals work great and really stands out in the jam.
Also love the sound design. Really pleasant effects. Not easy to do for such constant repeating noises.
The gameplay was fun. Not intuitive enough for the intro maybe, but did not take too long to figure out. The difficulty did not ramp up enough. After getting a basic defense up you're safe.
The constantly changing road network is a nice touch :)
Really nice arcady battle system!
Very easy to get in to and follow what's going on, which is very difficult to do.
The core mechanics has alot of potential. Could possibly be mixed with a dungeon crawler overworld, where this is the battle mechanics when encountering monsters. I like the minimalist style, but would not personally mind some more visual stimuli going on. Worth experimenting with.
Found it too easy to beat the game, but maybe it was random luck. :p
Well done!
Elegant simplicity in both visuals and gameplay!
Really cool use of flood fill as a game mechanic.
The concept could offer a lot of replayability with procedural level generation and some tweaks. Perhaps extend the time limit each level, give different organs different debuffs if lost, to make you have to weigh which organ to save.
Snyggt!
Really lovely art!
Could not really figure out the mechanics. Got stuck on the tutorial and had to restart the application.
An in-game tutorial is great, but tricky to pull off in a clear way. Could use some UI highlighting and movement. Also when numbers change during the game.
Some additional illustrated basic instructions on the game page wouldn't hurt either. Explaining the different numbers on the screen.
I'll try to give it another go a day when i have more brain power remaining :)
Cool concept that should be explored more!
It's like a turn based game, but with free movement without a grid. Which is very unusual and takes a while to get used to.
The implementation of the mechanic is not really there yet to show the potential, but i'm sure it has potential. It felt more laggy than intentional/rythmic. Perhaps not the right easing function. And the drums were out of sync with the music which didn't help
Audio sync is difficult i know :)
Enjoyed this one! :)
The character is amazing. Want to know more about him. Cool sound design and outro.
The gameplay got pretty claustrophobic when zoomed in. Maybe a little too much close up at times. Was a cool feeling when it zoomed out again.
Very cool concept of crafting items. Could work as a mini game in a rpg.








