It's funny about the moveable hitboxes, because originally they were the same size as the block itself, but I changed it to be slightly smaller. However, I do agree that they should be even smaller than they currently are. Also, I think part of the accidental bumping is because the character is sliding too much. Thanks for the feedback, and thanks for playing!
Squabbler
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Originally I had the character waking up around 4 rocks so it was impossible to not move one. But I thought that looked off, so I removed 3 of them, hoping that players would bump into it to see that you can move them and have an ah-hah moment. So that's partially on me for not designing it in a way that made sense or forced the interaction.
The transition effect is a couple of different things working together. Firstly, it's not really a cube. The transition is just taking screenshots of the current and next level, placing them on a quad, positioning those quads to represent a cube rotation, and rotating it.
As for positioning the player on the next level, I made a node called Door, which represents a way to get from screen to screen and it's just an Area2D with a player spawn Marker2D, but it has two variables that controls where to take the player (level and direction - left, right, up, down). This allows me to find the doors on the next level and position the player at the door which points to the level they came from.
Send me a msg on discord if you'd like some more information. Thanks for playing and commenting!
Yeah I had the character controls setup in a way that I could adjust the ground stickiness and acceleration, but I guess I got too used to it when testing features that I didn't think to adjust it for polish. I have an update ready to go once voting is done to address that and a few other things. Thanks for playing!
I actually really like the simple looking doodles for the artwork, it's very unique. My biggest pieces of feedback is it was very easy to get "lost" to a point where I was running around trying to find dna and couldn't find any for a bit. Maybe the spawning needs a bit of adjusting, or maybe a mini map/arrow to help point which direction.
This game is fun, but super difficult. I think one nice enhancement would be some feedback on hit/hurt, and some knockback, even if it's small. I feel that would go a long way to helping with some of the difficulty. Once I realized they will turn around when you are behind them, it changed how I approached it.
I'm very impressed at the small color palette and what you were able to accomplish with it ~ fantastic contrasting to keep things visible, identifiable blocks like the Xs to show bounds, etc. I also really liked using the aiming direction as the shots available, very clever. Great dungeon crawler game concept and story.
This is a great start. I do feel like it's almost impossible to lose a unit, so maybe have the negative ones affect you while they are acquired? Or if they are, they don't do enough negative to worry about them. I understand it being a jam and there's only so much you can add, so I hope you expand on the idea.
This, to me, is like an enhanced version of a phone game I once played named like Alchemy or something~ where you essentially mix substances to get new ones, and mix those to get newer ones - but this has the added feature of testing them to see how they work. Interesting concept. I like the lighting/mood in this game.
I enjoyed this. I was surprised to see the enemies actually try to flank and go a different direction than straight at me. I don't know if that was programmed intentional, but it was nice to see.
My biggest piece of feedback is I think the dash hit needs to have an aoe knockback, because when there are a lot of enemies, it's almost impossible to attack and not get hit back, even when trying to time it perfectly.
This reminds me of the original Metal Gear type games on NES. A more refined detection system for the enemies would have helped with the stealth aspect, or even a way to cause distractions. Also the layout of the level would have been nice to loop back around instead of so much backtracking. Good idea tho.
This is a great concept. One thing I really wish it had - since when changing your squads items you can see what the upgrade does (like +1 speed, etc); this is not shown in the upgrade tree. I would like to see what the upgrade does compared to others to better weigh which one to go with. The visual upgrades on the items was a nice touch.
Also one thing that stood out to me, since you have the background repeating, it was nice to see that it wasn't noticeable since the distance you traveled to the next mutant pack was less than the repeat, so you were always stopping in a different spot on the tiles. That was done well.
I originally had 3 rocks around the player, to almost force a bump into one. However, it seemed too much and didn't look right. After changing it to one rock and one tile away, I was doubting that players would accidentally run into it. From the comments I can see some players didn't realize you could move rocks from the start, and some did (which I assume could be accidentally hitting the placed one, but could also have been just seeing the gun and wanting the item). All that said, it's good to know that design decision helped someone.
Thanks for playing!





