Such heartwarming feedback ❤️ thank you! Yes, Hollow Knight was the main inspiration for combat/attacks (though I overdid the broom knockback). I tried to implement a Celeste-like dash as well, but it wasn't feeling right, so I removed it. I'm glad you enjoyed it!
roo.oliv
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Ohh, thank you! Heartwarming to read your feedback ❤️ Yes, there is only the broom attack. I thought of including other weapons, but it would take too much time, and also a witch wielding a sword feels wrong, right? But yes, the powerups read sword because I did them generic first and didn't have time to revisit them in time until the deadline.
This reminded me of some Nitrome games like Snot Put and Feed Me. Loved the art style, and the mechanic is great and fun. The game gets pretty difficult pretty quickly, in more challenging levels, like the one where you leave the bomb on the button and have to go down a spikes session with almost no floor to grab was darn difficult. This is a great game, congrats!
I loved the art style on this one, and I'm a sucker for detective games! I way overthought the plot and was convinced that the senior detective was the killer. I just didn't really get the countdown thing, I thought there would be 8 murders or 8 cases, but when I solved the first one, the game ended. Don't know if it's a bug.
So much tension in this game! I think that the balancing is great. Like, I don't know if I'm just bad at this, but I was never in a chill position to be able to leave workers where they were infinitely working. I had to manage where they were working each time because workers were the bottleneck. Really creative idea! Congrats!
This is a masterpiece! This is certainly in my top 3 of the whole jam. Impeccable art, all the tiny details (even for things like the background of each decay number filling moving). The music and sfxs are on point. Well-built puzzles. And the cherry on top: Dungan dies at the end! And Milo is spreading the Decay! 😱 I absolutely loved this. Congrats!
This game reminds me of Nitrome's Thin Ice (less chill though haha) The overall vibe of the game is really well built, visuals and music. I wish there were a way to control the player via keyboard, and maybe it would be cool to have it in FPV, more like Mirror's Edge. Nevertheless, great entry! Congrats!
Thank you for this wonderful feedback ❤️ It's amazing that you enjoyed it that much! I've drawn a lot of inspiration from Hollow Knight and Celeste for movements and combat. I borrowed the chest idea from Risk of Rain 2. For sure, with more time, it would be great to add more depth and variety to combat. Seriously considering taking this to a full Steam release eventually. I deeply enjoyed creating this game :)
That's a cool idea! The clock is really short, but I liked it, it forces creative solutions. I don't even know if the solutions I used were anticipated, I think that it would be really cool to have a star/rating system that you can get from 1 to 3 stars depending on how much sand you carry to the end. I abused a lot of 45-degree angled blocks, and the fact that you can jump in a falling block and save using bigger or multiple blocks. Great game!
Thank you! The theme is present in the core roguelike mechanic of the game: each time you exhaust the countdown, enemies in that world get stronger and stronger (and they are also sacrificed, counting the enemy countdown as well), making you balance how much you'll explore in that world vs deciding to take on the necromancer to go to the next world. And yes, the knockback could be a bit more subtle! Thank you for the feedback ❤️
This is very creative! I thought of going with something similar: parallel realities that are switched as you play, but that would require too much art effort; you were smarter here hehe. There could be some levels instead of a continuous game, though, to kinda checkpoint it, but I get it that restarting from zero is part of the challenge (I created a roguelike so I can't complain :)
Yeah, since the number of enemies only increases eventually it would break. Using ECS is what delivered most performance wise. But to support infinite amounts of enemies I'd have need to implement some kind of standby state on rooms off the camera so enemies there don't consume as much processing.
Thank you very much for playing this long! I really appreciate it ❤️ and I'm glad you had fun!
Thanks! Yes, Hollow Knight was the main inspiration for combat. But yes, the knockback is a little too much. The controls clicked to me after I changed with which hand I pressed Space (left hand WASD, and right hand Space, H and J). I'm not used to play these kind of games on the keyboard, I may very well have picked a bad keyboard layout. Generally, I prefer connecting my gamepad but I didn't had time to properly support gamepads. Thanks for the feedback!


