You can now inspect the rules as long as you want and see what cards scored for them (if any) by hovering over a rule on the left. The next round can be started manually.
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Neat puzzle!
Think you should set the embed size to something smaller, the game could easily fit on the screen even without having to go to full-screen, many people use smaller than FHD screens. Since you are using Godot, in case you developed the game for a fixed resolution, you can try setting the window scaling in Project Settings / Window, this will let the game stretch to whatever size while keeping the layout and relative sizes of elements intact.
Using Escape instead of Tab for the menu would make it more intuitive.
Would be nice to see errors on the current board state.
The font on the rules looks cool but it’s a bit hard to read.
The music was cozy!
The “dropping rule” confused me at first but it’s definitely an interesting one to think about.
Very amusing deduction puzzle, I enjoyed solving it!
I have a few suggestions
- It would be nice if the image tiles would disappear from the left when assigned to a target, I understand this is not quite possible for the names thanks to an exception but even just for the images it would help a bit with the feel of solving (without ruining anything about the puzzle or its difficulty).
- Being able to put back tiles by just dragging them to the left (instead of onto the exact tile) would be handy.
- Think you should be consistent with how one can close overlays by clicking on the background, currently the lost-and-found and the labels can only be toggled via the buttons and the speech bubbles can only be closed by opening another one or clicking the same person. Additionaly, when an overlay is opened (like the sign) clicking on the guest book in the background should just close the sign maybe, not open the quest book. This would make navigation more predictable overall and remove a bit of friction.
I think the two frame switching is a little bit jarring as it is, one simple improvement might be to have each character/animal have it’s own timer that switches between the two frames separately, some less frequently than others, some only on hover etc. This might make the scene feel more alive without having to do additional art.
Great for a first game!
Having an undo would be appreciated!
Art-wise, I think the border tiles look a bit misleading as if you couldn’t walk onto them. The inner wall tiles on the other hand look very similar to the regular level tile. Think you should use the border texture on the inner walls and add a padding of border that you cannot walk onto instead of the walkable border you have now.
Very polished looking and feeling game. The controls are annoying but when it clicks it’s fun. I’ve tried playing with reversed up/down and left/right arrows and that kinda works too.
While I appreciate the art and transitions that went into the level select (and the fact you can skip levels), I’d like it more if the game would go to the next level automatically.
The game got stuck once on Nice Job! I think, but I am unsure what I did.
This 3x3 sliding puzzle could use some extra mechanic, maybe via special characters/tiles? here are a few ideas
- a guy that cannot be shifted into a certain square or you lose
- another that rotates its neighbors when being shifted
- one that when swapped takes the control from your original character until you swap back with it
- tiles that only let you enter one way could be used to make more unique levels
I felt scoring was a bit unfair/pointless here as it is more about getting a less shuffled level to begin with than your solving skills. For this reason, I think scoring and limiting moves in this sort of randomized puzzle may not be a good fit.
Good level design and the mechanics are well integrated, there are so many different things!
I wish the game was either faster or there was an undo option (or both). Also, restart could be instant, there isn’t much reason to have to wait for it, I think.
Could be cool to have a different sprite for the vampire when he is in a state where you cannot change form (like falling) or standing in light.
I did not understand the level with the two curly spikes and seemingly no way to get up anywhere, maybe I didn’t get something about those spikes?
When in insect form, you can switch to other forms (I guess this isn’t intended as you can’t actually use them AFAIK).
I agree that the control scheme should be simpler. The camera could be static and frame each level automatically? The seed could also be autoselected and stepped, is there any reason to not have a seed always selected (when one is available)?
The text is bit hard to read, something about font scaling seems off. The wall of text is not the easiest to parse. Since you are using Godot, I recommend checking out BBCode to add some formatting to aid the player, for example you can make control key letters have a different color/background and stuff like this.
Maybe adding a little countdown above each sheep instead of the one in the corner would be handy to have.
The music was good!
Great combination of mechanics and overall level design. I think there is a lot of potential here to go further!
The only thing that felt weird was both javelins being destroyed when I threw one on a solved one in the top right corner. I expected only the thrown one to get destroyed and being left with a disk and a javelin on the ground but I guess having two things on the same space would be worse?
Hey, thanks for playing our game! Your timing on that first drop was very zen-like. https://clips.twitch.tv/SavoryEvilAardvarkChocolateRain-Fy_N-53TiMmEwWpB
If all goes according to plan, we'll be releasing a reworked version for the end of Ludum Dare that addresses most of the friction you've experienced while expanding on the world a bit.
Thank you for your kind words! I'm glad you enjoyed the game and that you took notice on how the background was designed.
Definitely had fun working with Godot, think I'll stick to it from now on (especially once version 4 comes out with improvements on the audio parts). One of the main reasons I like it over Unity is how well the editor works on Linux so a Linux build is only natural ;)
Thanks for playing!
Actually, the left and right sets the radius of the circle you are going around, the speed of rotation is constant. This means you move faster the farther you are from the center since you are drawing a larger circle in the same interval. It's an intentionally weird movement scheme I came up with.
What was the issue with "Input.mouse_set_mode(MOUSE_MODE_CAPTURED)"?
You might need to do it on a click or keypress though as browsers don't let you lock the cursor unless you do it as a result of an "engagement gesture"
Good luck!

















