Thank you!
Phoenix Steele
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Yeah UI ended up only getting 1 hr of polish before final release; so much visual feedback is lacking for the player. 😭
So I will be giving it the juice once the jam is over. On subject of additional mechanics, we wanted to explore cards initially. And I think dice mechanics would be so nice. Seeing them roll on the board would be so cool. Really good suggestion!
Definitely develop this after the game. Would do well on steam and itchio!
I got to the 4th map, but ran out of gas wasn't sure what to do. I think throwing the player into a fight when out of gas would make sense, or something.
Also I just spammed the random square target ability since it's mathematically the best choice.
I really liked this one.
Haha! I realized that afterwards too; the original concept is garbage being tossed into the dungeon with you from above; and you're sifting through to grab what you can.
Also the original intent to meet the theme of isolation; was fallen from ceiling/being tossed into a dungeon.
Can't wait to revisit this after jam, and spend 1-2 days adding the finishing touches! Until then; it is all mystery magic~
Thank you for playing!
In regards to incremental progression. I meant more so that you only seem to earn crystals by "suceeding" and going into the next sector and you get the "excess" as crystals. If there was a way to earn them in "small" amounts besides heading to the next sector a player might be able to feel like they're doing something in between losing.
Otherwise players are left to slam their head at the final level hoping something would get better.
Probably the game that kept my attention the longest for the game!
Got to the 7th sector, but regardless of hitting the spots every time I couldn't seem to get the multiplier high enough to progress, even with a few items I fabricated.
I felt trapped in the 7th sector, which is thematically probably great for the game, but gameplay-wise it felt confusing and not so great.
If you ever remake this game, or continue working on it, I would make sure there's some form of incremental progression so the player still feels their doing something and doesn't feel stuck.
Also on a final note, the font doesn't really hit the sweet-spot between artistic integrity, and functional design. As cool, and fitting as it felt, it was incredibly hard to read.
Overall, one of the funnest game I played this jam. Glad I had some time to play it!
Yeah I had two things I would of done to make it harder, one being a boss fight at the end with a copy of the player using the enemy buffs. But that would of meant I had to spend at least 1 whole day on a state machine for the goober. And I'd probably of made low hands buff negative cards, and nerf positive cards. While high hands did the opposite.
I'm glad you enjoyed it for what it was! :D



















