not dumb at all! It’s been a common feedback point, I’m gonna have to think about how to communicate the concept a little better. The conversion in the mind of they have rock so I have to quickly swap to paper is difficult especially with everything on screen. If you’ve any ideas on how to communicate this better I’m open to it!
slrp
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Thank you so much! I appreciate your points on the tutorial, given the concept is a little unintuitive I really wanted to clearly explain it to the player step by step, hence the pausing and dialogue with prompts during the first encounter. A lot of jam submissions don't have tutorials so wanted to make it a smooth process here.
I agree on the enemy movement needing adjusting, and great point on other pick ups or items around the map. Tbh even if projectiles moved a certain distance then hovered in place, the player could dash to them and counter them and give that dash mechanic a little more reason to exist. If I were to develop the game further, i'd definitely look into collectibles or power ups.
Thanks for playing!
Really cool story! Very well done given the short dev time of the jam, congrats. I think if you took it in more of a direction like prey or deus ex with some more player expression with multiple ways of solving the tasks it would go crazy, like different minigames based on what your character is proficient with or something.
hey there!
*spoilers for anyone who is stuck on the final boss*
So he has dialogue about being able to hear what the player is saying, when you press escape there are volume options. Turning the volume all the way down will stop the player yelling what they are swapping to as well as the music system. This makes him unable to swap to the correct stance and you can beat him. Had I more time I would have had a more direct prompt included after X time that explains what to do for those who are stuck, but maybe this was a bit too cryptic
Thanks for playing and the kind feedback and congrats for almost finishing!
Thanks for playing! For the bosses that use multiple attack types, you have to successfully combo their attacks in sequence or you will be blocked. When an enemy attacks (say with Paper), their type is swapped to paper, so their weakness now becomes scissors. Usually you're countering fast enough that this weakness swapping isn't massively relevant, but you raise a good point that if you counter an enemy you should always do damage. This is something I'll look into post jam.
There is an easy mode which halves the damage your player takes, but I'm wishing now I also slowed down the enemy attacks when you are in easy mode also.
Hey! Myself and another team member are looking for an artist for a 2D game for the jam: Game Designer / Programmer: https://slrp.itch.io/ Composer / SFX: https://vitor-yoiti.itch.io/ / / https://www.youtube.com/@vitoryoiti We worked together on a previous jam project: (https://slrp.itch.io/unbound)) We were super proud of how it turned out and are excited to work together again, hopefully with a 2D artist to support us so we can focus on programming for me and music for my team member respectively. For this jam, we want to take what we learned during the aforementioned jam and create something fun, complete and hopefully learn even more doing it. I know I personally learnt a lot about scoping, game design and planning during this jam and am confident we can create a complete experience during this one. I really enjoy the creative process and want to work together as a team to come up with a unique and creative idea we can present and roll with. Of course we consider game design a collaborative process and we intend to all work together on the ideas and game loop. If you’re interested, feel free to message me or reply here. Thanks!
Thanks for playing! Yeah i wish i had more time to balance. If you have all the upgrades he's crazy easy, but if you're missing one or two he's a little too hard. There's a middle ground to be found for sure, but for the purpose of a jam i'd rather it be guaranteed beatable i guess so i let it be a bit easier :)
And fair point on the music, maybe i'd let the music play right from the start or have some ambient computer noise or something. Good feedback ty!
Thanks for playing! I really appreciate it. Unfortunately didn't have time for the sword upgrades at the shop, only upgrades possible are the level up upgrades but this is something i'll for sure add in the post jam patch.
And i somewhat agree on the claustrophobic screen. I think shrinking things down a little and upping the enemy count would add a lot to the game for sure, thanks for the suggestion!
Thank you! I really appreciate the kind words. Couldn't have done it without the great artists and musicians also involved (my weak point for sure haha)
I appreciate the sentiment that the effort felt well placed, definitely was on a time crunch so had to descope quite a bit of the original concept but i'm glad what's left has resonated with people :) Good point on the running not being the default, don't see any purpose of walking vs. running in hindsight so will address it in a post jam patch
As for your ⚠️Spoilers⚠️
Had a few thoughts on how to handle death on the final boss. Felt weird to teleport back to the main hub after the reveal and transition. So I ended up just implementing a little alternate cutscene that plays and revives the character so you can't _really_ lose the encounter. Had some testers say they thought they were meant to die in the final encounter so i think that cutscene served its purpose!




