Solid fun! I do wish the boulder movement was a little bit more responsive though. I get that it's intentionally not supposed to be instantly responsive, but personally, I would prefer to have tighter control, and you can make the level harder if needed. Good work!
TripleDoorStudios
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Awesome work.
I'm imagining how crazy this could get if you add the cloning wildcard - you could even add some puzzle elements with it (e.g. use a single input to kill an enemy with one character, while activating a switch with the other). This definitely feels like a game where you could just introduce one new mechanic at a time and slowly build up a lot of content.
My favourite game so far, bravo!
- The title screen was great (but it would be nice if I could skip the mini cutscene to restart quicker each time)
- I liked the idea of an incentive to make decisions quickly, but it was confusing to me that there were both realtime and "turn" based elements e.g. the ice ghosts move even without you taking any actions
Thanks for the details, they've been helpful.
What I really am trying to do is make it so that every export is exported as a single spritesheet, with the animations in a consistent order, and the frames being a consistent size. This happens by default for everything, except when I add an oversized weapon, and it ends up exporting individual sheets.
What I will probably end up doing is turning that "export_large_sheets" option to "always", so that it always exports individual sheets, and then create a script to combine the individual sheets into a single sheet with a consistent frame size.
Please let me know if you are aware of some settings configuration that will allow for what I am attempting.
This is already quite fun in its current form, I think it's a good idea to turn this into a full steam release.
The surprise at 120 was awesome.
I'm sure you already have ideas on how to level up this prototype, but improving upon the upgrade mechanic, and potentially giving some element of player choice (choose between offense vs. defense) could be fun.
Okay, I finally got a chance to play on a proper computer so I was able to give this a solid playthrough.
Lots of fun as expected, it still blows my mind the level of quality on this game.
I do have a couple pieces of feedback on gameplay:
- The seems to be a delay between when an enemy finishes an attack, and when they go into their vulnerable state. This delay seems to be especially long for the bunny-type enemy. This can be a bit frustrating because you dodge an attack, and you would expect the enemy to be vulnerable and that it's time for a counter attack, but then your attack does nothing because the enemy is still vulnerable. I think if you made enemies vulnerable quicker after their attack, it would feel a lot better
- Attacking didn't feel as fluid as I was hoping. It seems that there is a cooldown on attacking, but there doesn't appear to be any indicator on what this cooldown is. I would have enjoyed if I was able to chain attacks together fluidly as opposed to having to wait for my attack cooldown to come back up.
- It appears that you can basically animation cancel your death into dodge or parry - once I figured this out, I just spammed dodge/parry and was able to get to the top of the leaderboards
- It wasn't clear to me when parrying would cause the special animation and leave the enemy vulnerable
- In the late game, you have to do a lot of dodging/parrying, so the slowmo gets a bit excessive and hinders the gameplay a bit
Really amazing entry. I think if you put a little more work into this, I could easily see myself buying it on steam for a couple bucks or even more!
Thank you!
Yes, designing difficulty to be fun for everyone is something I find quite challenging. Some people prefer a more relaxed experience, while others prefer a very difficult, borderline frustrating experience (I am one of such people).
I think you are right about the hitboxes. Sometimes they are a little too big especially from certain angles because it’s 2.5D, which makes hitboxes a bit more challenging in general.
I like the idea of some sort of shield - it could even be something like a configurable handicap depending on how hard you want the game to be, thanks for the suggestion.
Thanks for playing!
Thank you so much for the detailed review, I’m glad you enjoyed!
I’m a huge fan of souls-like combat, so I’m really glad that came across!
Just in case you are curious, we are a 2 person team. My friend did the art, and I do everything else - I can’t even imagine how hard it would be if I had to do the art myself!
Thanks again for the kind words, they are very encouraging :)
PS: Since you seem to have enjoyed quite a bit - did you manage to figure out the hidden mechanic to keep your combo multiplier stacking forever?
I loved the intro sequence!
I also really like the character models and the overall vibe of the game.
Also, the custom audio was awesome too haha (I'm assuming it was custom at least)
I think it would have been nice to show a preview of where the bullet was going to go, because I found it hard to gauge visually without an indicator of some sort.
It also would have been nice to have an options menu for sensitivity, because my sensitivity felt a little too high by default.
Lots of really great stuff in this game, nice work!
I liked the desolate and spooky atmosphere.
I think the gameplay was a bit too easy, I could see myself playing it more if it was a bit more challenging.
Also the player seemed too small compared to the enemies and environment.
I also would have liked if I got extra points for hitting multiple enemies.
This was pretty fun, nice work!
I got an error and am unable to play unfortunately (error is "Couldn't load project data at path '. Is the .pck file missing?")
EDIT: I managed to get it working.
This was fun!
I think it would have worked better as a rhythm game, because the music was great, and I found myself pressing the keys in sync with the music naturally!
Great work :)
Very fun core mechanic.
I loved the particles that explode out when your bullet hits the ground/wall.
I found the game to be a bit too challenging - but I do prefer too hard over too easy.
It seemed like sometimes enemies spawned in locations where it was impossible to hit them without dying.
Really cool submission!
I liked the theme, it felt unique, and the game had a certain charm to it.
It felt like there was a lot of polish, and it was cool that there were different skins to unlock.
I also really enjoyed the variety of enemy types - I think I may have nightmares tonight about those gnomes...
I think controlling the crow to deal damage was a cool concept, but it felt a bit clunky to me. Maybe it would feel a bit more fluid if you could send your crow to a location and then recall it to your player's position, or something like that.
I enjoyed this one, good stuff!
This concept is quite cool!
I loved the camera animation for when traps were activated.
The controls were a bit rough for me - the mouse sensitivity was high so it was hard to aim.
I also would have preferred if I could activate a trap from any angle
With the sound effects, and some particles/juice for when enemies are killed, I think this game would be very satisfying.
Congrats on your submission!
What I liked:
- Super cool atmosphere
- Nice music/sound effects
- I really like the concept of a deck builder where the cards are your bullets!
Feedback:
- I got stuck with no ammo on my first playthrough
- Pacing feels a bit slow for a game jam game
- Decision making/strategy felt very simple - the right choice felt fairly clear, and it was just mainly rng I was playing against
This feels like a really cool idea for a game outside of the jam!
A cool spin on space invaders!
It was frustrating when the ball would go out of bounds to the right and it didn't seem like there was anything I could do. I would have preferred if there was a wall that it would bounce off instead.
I also had some issues with submitting scores to the leaderboard.
Other than that it was quite fun, nice work!
Wow! One of my favorites from the jam!
I loved the background art, the explosion particles, the sfx, and lots of other things.
I really like how you kept it simple - it was well scoped or a game jam game. 3 types of enemies was enough to keep it challenging and engaging.
My feedback:
- The ship turned at too fast of a rate - I had to release the keys very quickly to make sure it wouldn't overturn. I wish the default was less sensitive, or that there was a menu option to adjust this
- The audio for the ship was kinda abrupt/ buggy if you are doing several very small movements - I think because it's triggering the same effect every time a key is pressed. Maybe you could mitigate this by not playing the sound effect if it was very recently played.
- It felt a bit too easy to get bullets. At the start they feel like a very valuable and limited resource, and then after a couple seconds of ships colliding into eachother, you have more bullets than you would ever need
- I think you could make getting points more exciting - maybe extra points for killing ships as opposed to them running into eachother, maybe bullets pierce or have aoe and you can get multi hits, or maybe you can stack up a multiplier by getting many kills in quick succession. Also you could add some classic arcade juice with colorful numbers and numbers racking up
Really awesome entry, very well done!



