Very fun, loved it. The only minor feedback I have is about conveyance about how each target is scored. Having individual levels dedicated to each type in isolation to show how they score would help convey value. Of course the quick pace and ability to restart teaches the player just as well, but I could see if this was expanded beyond the scope of 72 hours, certain levels where the score must be more than X but less than Y, and having a deeper understanding of each would be valuable in that case. Mostly me surmising and brainstorming, but hopefully food for thought. Great work
starbridgesoft
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Awesome game, very cool implementation, some of the rolls were gnarly. I think to increase tension, the only thing needed would be a list of previous actions to get a sense of battle. e.g:
Rat hit for 2 damage!
Snake crushed for 4 damage!
Guard hit for 10 damage!!!
in a box somewhere on the side. This would greatly increase tension and give a sense of strength to each opponent.
I really like this idea. The only problem was that over the course of 5 runs, 80% of my letters were vowels. I think this should be developed further it has a lot of potential.
And if you'd like to hear my naive approach on how to prevent unsolvable battles: implement something like a sudoku board generator and solver. Create a 2d matrix of words that can be interlinked and then use that as a bucket of letters to draw from and give the player a randomize button, which will reset the matrix and redraw new letters from that bucket.
Very fun, the level design was interesting. A few suggestions: 1. telegraph incoming pitfalls, if the player has an idea that something is coming it becomes their fault rather than something unavoidable. 2. add swing noise when missing, hitting, and maybe either some screen shake or sprite shake to make the combat feel more impactful.
More levels and features will be created during the Solo Dev Marathon starting soon. I'll post more information on my social media here:
