Thanks for playing!
I can definitely see the scale thing. I was trying to go for it, thematically, not being straightforward to remove the weight of your sins, or it being non-linear in that no one is a black or white evil, typically.
But it's definitely an incongruous visual, maybe I could have made a circular scale or something that indicates "closeness" to the target.
Much to think on :D
SonnyMakesGames
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This is extremely useful thank you!
It's funny you mention blackjack, as my original concept was inverted blackjack with dice but it felt out of control to have a one dimensional bust that many iterations later I got to this haha.
Progression would be wonderful yeah haha but I definitely didn't have time for that solo in the jam.
The coin toss example is useful I think I get what you're going for :) I will think on this, the passivity of the CPU in general was another issue I want to fix.
Thanks :)
I'm curious what you mean by that! If you're happy to explain.
There is a mathematical "best way to play" that should slightly favour the player, as you always have your things trigger first.
Does it feel unfair because of the CPU's tendency to play abilities later in the match? Or that there's no way to know if it will make a play?
Thanks for this! Really insightful post :)
Multiple people have suggested a Slay the Spire style "next move display". My intention was the player would have to mitigate the "best" move, but ultimately it keeps the wide potential space for the opponent. I think knowing the AI will do something may be enough. But it's really hard to tell where the best position for player agency is in a game where there's no hidden info EXCEPT the simultaneous turn choice.
I'll have a look at the vid though :) Thank you again for such wonderful feedback
The aesthetics and style of this made me laugh out loud, so cool.
It does feel like the very fast movement needs a wider/predictive camera and the "stop to pick things up" clashes a little with the "go really fast and blow shit up" feel the movement speed implies.
But that's all polish stuff, the core is great!
good job!
The visuals are wonderful. I really struggled to know what I was doing haha. After some trial and error I did manage to get some reactions from the numbers but I wasn't sure. What does the syringe do? I thought it might reset the numbers?
I had a couple crashes, and one time I got stuck on an ended day as in every new day I started was instantly ended?
Really want to understand how it all works, it looks really interesting!
Interesting little puzzle game with a really nice amount of levels and mechanics for a jam, well done!
I would have liked a bit more going on in the presentation, though, the counter probably makes more sense being directly above the grid, and a little death pause with a reset would help with clarity. These are small issues though, it's a good entry :)
Definitely a tricky one to understand, but really compelling. Loved the premise of the apocalypse playing out as you scrub through time. I feel like there's something in a game that has a long story told in scenes like this. Well done.
The visuals are nice but I do wish there was a readout of the exact output of the clock, as I had a hard time seeing sometimes. Unless I missed it!
Thank you! I think an STS style thing would have been a good idea. I personally enjoyed not knowing. The shield being a threat for taking the most optimal route was kinda the point. "This is the best move, but he has shield up" sort of thing. I think some people really liked those moments, and some found them frustrating, hard to tell haha.
Thank you for playing :)
Looks great, sounds great, but I suuuuuuuuuuuuuuuuuuuuuuuuuuuuck!
The parry window/timing felt like I just have to press a lot, but it's mixed with lots of mechanics that suggest otherwise and where you have to use a specific move. It's kinda mash-into-dodge-into-mash. And for some reason I found that really hard!
I'm sure if I was better, I would have been able to get through haha







