Thanks for playing! The idea is that you have to work out how to translate the language in the game by solving some of the easier puzzles through a mix of guesswork, and trial and error. This then makes solving the harder puzzles possible. But I appreciate that this isn't very well explained on the game's page!
TheJackOfClubs
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Thanks for checking out my game! It's very poorly signposted in the game, but there are a bunch of other levels between the two difficulties; the aim was that you get dropped into the hardest level, can't do it, and then have to do a bunch of other levels before returning there. But in retrospect this isn't at all clear when playing the game. Another good reason to do proper playtesting!
I'm impressed at how original this game felt; it really seemed to have a strong identity and style. I felt like the one thing it was missing was some more player interaction between buying upgrades; I couldn't work out exactly what the aiming was supposed to do, but with a more satisfying action there this would have been a very strong game. The audio fit very well too; great work!
I guess this is what happens when you make an effort to really polish a game! A very smooth experience, full of juice. You can really feel the power of the laser weapon! It would have been cool to see some more innovative gameplay as well, but that seems like a small complaint when you've done such a good job at this. Great work!
Cool idea for a game! the first few levels seemed to be well designed, and the solution wasn't completely obvious or impossible to find. Though I did have a problem one the fifth level (with four smiley faces unlocked) - I won't spoil it for anyone else looking, but it seemed like the obvious solution didn't work. Maybe I was just missing something. Great choice on the music, it fit really well!
Hey, nice game! The look and feel of moving around were very nice, and the resource collection in particular was very satisfying. I was a bit confused about what to do though - I could put down a couple of junctions and connect up everything that I could see, but then couldn't work out how to get the bar to fill the rest of the way. It's a very nice concept though - great work!
I love the concept for this one! Getting a full deckbuilder going in the time frame for this jam is very impressive! The sound effects and music worked very nicely to add to the atmosphere, and I thought the concept for the battles was good, though I'm not sure I quite worked out what the win condition was, and was sometimes surprised that I'd lost battles I expected to win. Of course, some of the visuals could have used a little bit of polish, but that didn't detract much from the whole experience. Great job!
Nice game! One of the few jam games I've played where it actually worked in 3D. The buildings in the background worked very well, and the gameplay was mostly clear. It was a shame that the instructions aren't visible while playing; it could have been nice to have a prompt pop up to reload when you needed to. On the whole though I'm definitely impressed, great job!
Hi, thanks for the comment! I've made the Godot project - including source code - publicly available at https://github.com/LawrenceHollom/Wormhole.
The entire simulation runs using a home-brew Vector4 implementation, and all the visuals are done with a single shader. So it really is a single space, just living in four dimensions - it uses ray marching in the full four dimensional space, through the wormhole, and out the other side.
I hope this helps!
I really liked the concept of this, and the execution was great too! The sound effects for typing and fulfilling responses were really good and made the core gameplay loop feel very satisfying. At first I didn't get that you had to only type responses that agreed with the request (and the little green/red symbol next to them), but once I realised that it made much more sense. Perhaps the symbol could have been brighter or bigger? Though I think I found a bug (my money remained on $20 seemingly whatever I did), this was still a really strong entry. Nice job!
Nice work on this! The sequence of puzzles being a bit different each time through was just enough to keep it interesting - though the puzzles were a bit easy. The white door that you couldn't go through was very intriguing! I thought the music changing depending on which room you were in worked really well. Great job!
Nice work! All the pieces of this game fit together really well - the sounds, the visuals, the gameplay all worked together. It felt like it took a very long time to collect enough yellow platforms to get a heart back, but maybe that was actually the right amount to keep it balanced. I spent an embarrassingly long time dodging the planets as well as the attacks, but I think that's on me! Overall, great work on this!
Great execution of this game - the sound and visual effects worked really well to create a good experience of playing the game. I think a quick in-game tutorial would have really helped (even if it was just an overlay which pointed out which buttons to press for things at the start) - I didn't realise how important the powerups were at first. I loved how the music sped up in the frenzies! It really made them feel frantic. Great work overall!
This game has some really cool art! All the parts work together visually really well to make a game that looks fantastic. I think the one thing that would have made a really big improvement is some more juice in the battle - maybe sounds or some visual effects when spells hit, or some way of really feeling that your spells are doing something. The music is a good start towards this, and fits the theme well. There's a really good foundation of a game here - great work!