cool project. recommend running your dialogue through a spell check though.
stevinatorx
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I liked that I didn't realize I was playing a puzzle game until level 2 or so. There was definitely an aha moment. Weirdly, I feel like this game benefited from not having a tutorial. Reminds me of some of those puzzles in resident evil games where you gotta like divert enough energy to the right things or whatever (idk i hope you know what i mean) and it seeems overwhelming at first, but then as you get a feel for it you kinda just figure it out.
I wish there were better visual queues as to what is happening with the score, and what the win objective is for each level. I played about 6 levels, and i think it's getting the pink bar full? but I'm still not sure lmao
I commend how far this got in such a short jam period, however, I think it may have been a bit too much to bite off for a week long jam. I'd love to see a more finished product. I echo others thoughts regarding the need for a tutorial. It isn't clear how defense works at all. For example my 90 attack card attacked an enemy card with 45 def and 70hp. this resulted in 16 damage (54 hp remaining). This must be explained to the player somehow because it does not make sense intuitively - id expect 45 damage to be "defended"/ ignored.
Also not a big fan of the random amount of mana regained per turn, RNG in deck builders should come from which cards show up, not core mechanics, IMO, unless some special high risk high reward ability ought to have a coin flip or dice roll for outcome. I hope this doesn't read as too harsh, I'm only writing so much because I did enjoy the concept, im impressed with what there is so far, and I would love to see it more fully fleshed out.
addicting loop. I wish the packages were just "attached" to the player character when picked up rather than using physics as they got stuck in weird places places. Also, unsure if I got a bug or not, but there's nothing to do with the gun?? And then aftter I got the gun around day 8, the game just passes every day instantly (the countdown timer just spins really fast and even though i didnt have time to deliver a package, i still pass to the next day).
Also, i think it would have been helpful to display on the screen that you can hold mouse to charge up a throw (i imagine it was in the intro, but as a typical gamer, i breezed through the intro). Maybe if player has dropped boxes instead of throwing them like 3 times in a row, display text to show that you need to hold mouse to charge your throw?) it took me like 3 days until i realized i can wind up a throw.
Overall, great game, one of my favorite from the jam. I was wishing for more content after I unlocked everything, so that's a great sign that this was fun and addicting!
addicting loop. I wish the packages were just "attached" to the player character when picked up rather than using physics as they got stuck in weird places places. Also, unsure if I got a bug or not, but there's nothing to do with the gun?? And then aftter I got the gun around day 8, the game just passes every day instantly (the countdown timer just spins really fast and even though i didnt have time to deliver a package, i still pass to the next day).
Also, i think it would have been helpful to display on the screen that you can hold mouse to charge up a throw (i imagine it was in the intro, but as a typical gamer, i breezed through the intro). Maybe if player has dropped boxes instead of throwing them like 3 times in a row, display text to show that you need to hold mouse to charge your throw?) it took me like 3 days until i realized i can wind up a throw.
Overall, great game, one of my favorite from the jam. I was wishing for more content after I unlocked everything, so that's a great sign that this was fun and addicting!
The concept is cool. The RNG is brutal though. I suppose for a short game jam i can't be too mad at it, but I do wish the generation routines guaranteed some possible path to go up. about half my starting positions I could not go up at all lol. But with some refinement, I think this project has potential for a pretty solid browser game!
The music is a very hilarious juxtaposition to the exploding character animation when you lose. I enjoyed the overall gameplay, however I found it frustrating that the die animation occurs before hitting the ground. There are moments where it *feels* like I could recover from a bad movement, but when the death animation starts before I hit the ground it feels like I didn't get a chance to attempt to recover.
I agree it was very hard right off the bat. By the time I had the mechanics and all assets needed to implement a level, there was about 20 minutes left in the three hours to place down the obstacles and such for the level. If I had another hour, I would have spent more time on the level and also provided a bit of a tutorial... like i don't think it is clear that trees are helping you fall slower unless you manage to read the tutorial text right at the beginning. Thanks for your feedback!



