Thank you for playing my game! I hope to simplify the task for the player a bit in the future while keeping the same idea.
urvethen
Creator of
Recent community posts
Very good idea, nice visuals. At first, it's hard to know which statement corresponds to which potion, but later it becomes easier. Increasing the waiting time for the first few orders would help with the game’s entry. Also, as an idea, it could be nice to have feedback on the potions—what if you make the wrong potion, and the customer comes back to explain what went wrong
The game is interesting, with good visuals and sound. The idea of time travel to see the consequences is great. However, the mouse sensitivity for character rotation is a bit too high—at such a low movement speed, it creates problems. It’s not intuitively clear where to drag the cards during a battle, and it's not even clear what the hand is for; if the cards are just yes and no, it would be better to either play them straight into the hand and fill up as you use them, or play them directly from the deck.
Thank you very much for playing my game and leaving feedback! In the new version, I will try to make the levels shorter—the length of the first one really seems optimal. I also want to add artifacts that can be found; currently, ideas include highlighting the nearest trap, a rechargeable shield that saves from death, and turning orcs to your side.
Thank you for playing my game and leaving feedback! Unfortunately, the sound was added at the last minute, and I forgot to check if it was working or not) I think I'll add a system of artifacts that can be found in the levels, and most likely on the second level, you'll be able to find an artifact that highlights the nearest trap to the player as you move.
Great idea! A good concept with the remote! Interesting button-switching mechanics with very beautiful effects. I find it hard to judge; I have a terrible sense of rhythm, but it feels like the rhythm of the melody doesn't quite match the buttons, especially over time — the buttons fly by incredibly fast while the melody hasn’t changed at all. But the concept is amazing; I hope you turn this into a full game!
Well, the concept is very interesting; the game is engaging, I got stuck for about 20 minutes, but I couldn't get past level 10. Moreover, levels 4, 7, and 9 are much easier than even 2, let alone 3. The tilt controls provide more hope than real help — in the end, it requires taking small steps to progress, so level 10 with the jump and 2 cubes became impassable for me : ( Overall, if you move a bit away from the physics model towards an arcade style, I think it would be beneficial.
Thank you very much for playing my game! I thought about this, but I ended up with a clone of Pixel Dungeon, and I wanted to create something more dynamic, while turn-based mode seems to force the player to be more thoughtful. Perhaps when I revise the game, this adventure will indeed become more fun than irritating.
Great game! Amazing visuals; your artist knows their stuff, it really reminds me of Children of Morta! I don't know if Godot supports lighting like Unity does, but I think it would be even better with lighting! I had a bit of trouble dodging — I still took damage. I really liked that you opted for blood splatters instead of a classic health bar; it adds to the atmosphere! Pleasant sound! Well done!
Excellent game! Very interesting idea and great implementation! Ideally, make figure rotation with the mouse wheel, allow undoing the last figure instead of resetting everything, and let players place multiple figures at once while they are still in the pool, rather than one at a time. Everything else is wonderful and great!
This is a very щкшпштфдgame! The visuals are beautiful! I would add a free mode—without a timer, just to solve puzzles, and perhaps reduce the number of rounds in the story mode to reach the end of the game more quickly. Also, if possible, more explanation at the end about how the children’s substitution overthrows the government.))
Thank you very much for taking the time to play my game and leave a detailed comment! Yes, unfortunately, I realized too late how harsh my game is on the player, and I will fix this in the future by adding checkpoints/safety zones, coyote time on trap activation, and artifacts to ease gameplay. The mouse aiming feature was added at the last minute at a friend's suggestion, so I didn’t have enough time to fully test its functionality.
As I understand it, the main problems arise from the lack of smoothing during aiming and moving the cursor in fixed update rather than in every frame. To continue the game, clicking is not necessary; just pressing a button is enough. But because I kept pressing buttons, I didn’t manage to see the screen myself, so it forcibly remains active for about a second. I will revisit my solution and may find a more optimal one. Thank you very much for your comment!
Once again, thank you so much for such a detailed report! Some of these issues have already been pointed out to me, and since my friend really liked the game's concept, I decided that after the jam, I would revise it a bit. Specifically, I will add checkpoints/safe zones so that progress at the end of the level doesn’t reset all the way back to the very beginning; coyote time on traps—so that the player has a chance to avoid damage at the last moment if they have quick reflexes or know the location of the trap and just want to jump at the last moment; artifacts that make gameplay easier—for example, a ring that highlights the nearest trap as you get closer, or reveals an undiscovered trap every few seconds.
Regarding the story—I wanted to create a small cutscene at the beginning and end, but due to lack of experience, I simply ran out of time. The teleportation and walking sounds are not heard for the same reason; they are in the game, but I forgot to link the sound manager to the events that trigger these sounds. There is no sound by default because previously I helped develop web games, and it drives me absolutely crazy when you start a game and the speakers immediately blast sounds. It might be the wrong decision, but if I had the time to create a proper UI, allowing the volume to be adjusted, I would have set a low value to avoid a moment I don’t like at the game launch. As it seemed to me, I tried to choose the lesser of two evils.
Regarding the restriction on character movement while aiming, that’s a very interesting idea overall—I would then try to implement it through pausing the game so that traps wouldn’t activate and enemies wouldn’t run. I think that would be a great solution.
Thank you again for your comprehensive feedback!


