Thanks for playing, you are right that there's a lot of potential in the idea. Having more control over you turns such as being able to choose to 'skip a turn' instead of being forced to pick a skill would allow the game to shine more tactically.
ShadowHawkDragon
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Well that's what rng does, there's no complex algorithms that ensure a no-missmatch run is possible.
I might have gone a bit too into focusing on consistent matches, maybe a cap on the multiplier so missmatches arent basically a high-score game over. Either way balancing it would have taken effort ;)
Charming little game, took a little time to understand that you are supposed to walk into stunned enemies but once I got it it was fun. The enemy variety also seems good for how simple it is though I never got past the circling undines (blue mermaids), the just span too fast for my brain to keep up but that's a me problem.
Anyway good game.
I'm sorry but can you explain what you mean? Enemies already share the same loop as you and you can place your skills in any position around theirs. I.e. if an enemy has last strike you can place any skill after it to prevent the bonus damage. Part of the game loop is building a flexible enough list of skills that you can play around each enemy to some extent.
If you mean having a preview of what the next enemies are going to be that is something I'd like to add in some way for a future update should I further continue the project.
But anyways thanks for playing.
Good concept, unfortunately as already said in a prior comment its more down to the player to actually make it challenging since unlike Ultimate Chicken Horse you're trying to also screw your opponents over.
As a suggestion, how about having traps be placed automatically (usually put in the way) and you use your turn placing blocks to help circumvent the new traps, those blocks could also have traps attached to them, things like a wall you can jump on with a spinning blade orbiting it, or a wall with spikes on 1 side.
Honestly this concept has a lot of potential and you've already got the core framework down, its certainly something you could take further after the jam.
Cute game and the voice work whilst unexpected is hilarious.
A little bit of feedback: as a general rule of thumb, hit boxes for hazards such as the spikes should always be a bit smaller than the actual sprite. It felt like I was getting hurt even when I wasn't touching the spikes.
But nit-pick aside good job on the submission
Some interesting mechanics that could really shine with more time to polish the game. Due to the emphasis on going fast it would really help to add some 'coyote time' to make the platforming a little more forgiving for quick movements.
But overall a charming little metroidvania, and considering it was made in 4 days, that's some good work.
Very nicely done game with a clear and quirky art-style that doesn't get lost to the overall messy nature of this type of game. While it clearly wears the inspiration from vampire survivor and brotato type games on its sleeve, it does so whilst adding in its own unique twist, or should I say loop.
Tape selection seems rather limited with the same options popping up all the time for me but for being made in 4 days the game is a masterpiece.
This would be a great game to see being taken beyond the jam.
Very nice game, beautiful graphics and scenic music, the controls are simple but a bit awkward on keyboard due to the isometric angles.
Also got stuck on the level with the elevator with a button you are meant to drop on but doing so stops the elevator. There's nowhere else to go and there's no way I'm balancing on a that thin wall with keyboard. Maybe I missed something.
Either way, nit-picks aside good game
interesting take on a tower defence where you have to balance building a sustainable economy vs defences.
Manged to get to the 4th level which felt impossible.
The trick I found was to hyper invest in wood production until food is a problem then build farms and fishers, building house as needed until stable.
interesting idea, the puzzles seem like they get quite complex unfortunately encountered a bug where if you try to place any cube in the red cube already on the grid it permanently deletes the cube you tried to place. I ended up with 0 cubes.
Whilst not a complaint for future reference I'd recommend having the cubes we can place appear at a side of the screen where we can drag them onto the grid with the mouse. Having to remember which number key corresponds to which cube is additional mind tax for an already taxing game.
But otherwise nice submission, the visual really fit the game and give it a unique stylistic feel
The true joke of this jam, when being too polished becomes a negative.
Overall I was simply having too much fun messing around with the idea that by the time I realised it, I'd already spent most of the day on the game.
Though if I am to be honest, a lot of the game's polish was yoinked straight from a previous jam game. Including: menus, sounds, music, background effects, particles and even the rocking effects on enemies and items.
Thanks for the feedback, every nitpick helps with improving the game and my design processes.
There is definitely some work to be done on the game balance to smooth out that difficulty curve. Enemy health does scale into later rounds but it is perhaps currently a bit too front loaded.
And yes, thinking back, splitting volume controls would be ideal.
Thank you for playing Magical Maple, I hope you and everyone who tuned in had a fun stream.
I have uploaded a new version which fixes the crash from explosions hitting Leaf Blowers.
Overall having a strong build is also a double-edged sword as your leaves will get thrown along the edges of the arena making them harder to get back.
However, I have discovered that under certain situations leaves could go out of bounds which should now be fixed.
Anyway, thanks for the feedback and for providing footage of your playthrough.























