only downside is the long reload times. But you have all the time to reload when everything is dead!
Semicolon42
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That was a really fun little game! I love the simple art style too. And the length of the game felt just about right.
Did you consider adding different kinds of enemies coming at you? Like ones with more health that get knocked away from you when hit? or ones that followed a different movement path towards the player?
I really enjoyed the game. More little bits of feedback.
Late game gets really messy and I love it. I got around that by constantly pausing, lining up how I was going to move a card, then unpaused->moved card->paused again. This was especially important for larger fights as I would pause, then do the unpause->move->pause trick to make sure the enemy was fighting all of my warriors without delay.
It was fun figuring out how I could exploit the pause/unpause to optimize my time in the messy late game. But now I feel I may have "cheated" somewhat, like I was trying to turn this real-time game into a pseudo turn-based by staying in paused time so much.
Thanks again for a fun game! I hope you have time to add more little things and interactions!
Got this from the patreon. Love it! Got the secret boss from the temple combination. I love the gameplay similar to Cultist Simulator but in a simpler, non-eldiritch setting. Very well executed!
Played for 5 hours straight. Could not figure out how to
- build a brickyard
- get a dog
- missing 2 recipes (have Frittata, Fruit Salad, Omelette, and Stew)
Cool puzzle game. I liked the use of portals for some of the game environments, and the use of perspective to see where the invisible doors and platforms were.
I am not sure what "non-Euclidean" should feel like, but the game felt more about using perspective to find invisible paths and doors than about messing with non-Euclidean space.
That was fun! Thanks for sharing
I liked the writing. My only problem with it was how often I felt like I needed to gaze into the toilet to figure out what to do next.
The idea is pretty cool though! I'd love to revist it with more fleshed out interations between the past and present, so it's easier to stumble upon some things if you missed the hint in the story.
Oh sweet! You can vectorize things and make them look smoother. Sorry, I have to wait until after work to respond to comments.
I made that by using Gimp like MSPaint, my art skills are limited. If I wanted to change anything, I would make the guy's neck scarf excuse to not draw a face look better, and remember to give the backpack arm straps :P Otherwise, I would love to see how you would think to improve the title page art!
Thank you for the great feedback! I added the pause screen mostly to let people remind themselves of the controls and get to a restart button, as the last two levels do have fail states.
- I agree, the up button is largely unnecessary since I added a pause before moving when changing directions. I'll do something about that in future builds
- That is a weird bug you found. I'll see what I can do about it. That level is solvable, you can pickup the slime in the hole from the other side as long as there is no wall tile above your head.
- I through the controls screen together relatively last minute, figuring if they at least know what buttons are pushable, people will try pushing them such that they pickup a slime.
- About the secret ending, I guess I should trust people to want the special looking slime and try to take him with you (I called him Tobi, or Spot). Removing the mention from the description
Some engines require paid upgrades to release web-playable versions. It's also quite a bit of work to get it setup as playable in web and test it. With a fair number of newer game makers, I understand why there are so many windows specific download-only entries.
But seriously, that is some great advice. Making your game conveniently playable will get a lot more people to play it.
I agree with the controls. Could make it more obvious there are extra button options to select. And made it so you can walk through small slimes, as it wasn't adding anything beyond the first jump-stomp moment. Now small slimes are more convenient.
Added a secret ending, if you complete the game carrying an unusual slime... :P