Thanks a lot! I'm glad you liked the puzzles.
Ventricolodx
Creator of
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Thanks a lot for the appreciation! 192 is a nice score, I've done something like 250 (I don't remember exaclty the number)
1) That's really clever, I will try to make it work!
2) The rotation was as you described at the very beginning, but after a few playtests I decide to switch because it was really slow. In addition to that giving player less options to choose from could be better in order to improve the challenge and the decision making process.
3) It's not possible right now but I will figure out a way to add a mechanic of this type. The main issue with this game was finding a way to make the player lose.
At the beginning there was the classic game over when a block crossed the line, but I think it would have been too unfair and against what makes physics fun, so I implemented this experimental life system. (It definetely needs more balancing)
Anyway really thanks for this feedback, I love to talk about game design like this!
Super cool concept here!
Maybe there is too little time and space for rotating the blocks as you want and this leads to a discrepancy between the planning and the action phase. I would suggest to try give all the vertical space to the player!
Anyway really nice game and I love the genre mix
If you will try mine let me know what you think!
I'm definitely the target of this kind of games and I really enjoyed the experience.
The strengths are that is easy to learn and have an addictive game loop but I have to say something about the design.
I think that the risky slot machine mechanic of pulling out an enemy is not so relevant except for the very beginning. In my experience the most difficult round was the first one (which is not how it should work).
From what I've seen in advanced rounds, if you keep 2/3 monsters you can basically roll each round until you fill your hand (sometimes without even pulling an enemy!). That makes me feel no risk at all.
After the slot machine part the game is basically all about positioning (which is cool) but I think it needs more layout in order to be fresh and challenging most of the times.
Sorry if I'm making suggestions, but as I said, it's my genre.
I hope you find them useful:
- It needs more pure numbers balancing in terms of game economy and pulls chance. Speaking about that could be interesting let the players know how much currency they will get and the chance of pulling an enemy in order to allow a bit more of strategy.
- It would be wonderful to have monster synergies (like ranged ones buff eachother or something like that)
- Try to check The Good Overlord on steam. There is a demo and could be a nice reference.
Anyway well done folks, all my feedback are obviously in the perspective of future updates, for being a game jam project is really impressive! Big up
I'm happy to having found a post like this in the middle of the R4R storm.
I share most of what you said, but I'm not very convinced about the solutions.
Premise: this is my first game jam so my opinion may not be the most comprehensive one!
I think that what is missing here is that a game jam doesn't end when you submit a game and you are not really helping someone by simply saying "nice game" or stuff like that. Unfortunately there isn't much real human interaction and what makes it worse is that those who have the most rates have the least need to do that, but they are missing the best part! Personally I have played all the games of the people who have commented mine and I look for games alternately filtering between Most Karma, Least Rated and Random but choosing who actually participates in the game jam (comments are very indicative for that).
In a real-life context, you play my game, I play yours, and then a dialogue begins. That's how it should work online too.
I don't know how such a result can be achieved, perhaps simply through people having a greater desire to learn and less desire to stand out.
Really polished and it surely has a specific creative direction, which is amazing for a game jam project with a team of this size (it's not easy to coordinate so many people)
Premise: I love card games so I'm the target and I know poker rules either (I'm currently developing a game called Poker Monsters maybe you could like it, it's here on Itch)
I have to say that I don't enjoy this game as much as I was supposed because I find the twist not so intriguing, you basically add another win/lose condition to poker without designing enough around it and the feeling was to play two different games forced to stay together.
I think it would be a lot more interesting seeing other players attack/defense cards because allow you to strategize on the classic Poker part of the game.
Except for the game design it feels like a complete game thanks to its polishing level so well done!
And ... If you want to try mine let me know what you think
This game is amazing, the concept is so clever which makes me say: “Wow, I wish I had thought of that.”
I was initially hooked by the cover art (very cute btw) but I definetely stay for the gameplay (I win).
I see you know which are the problems of the game right know (remaining stucked, audio bugs etc.) so I won't repeat them
What I have to say is that making the level design of this game seems so hard, you have to think to a lot of possibities like giving the player room for repositioning or make early stages easier if you are longer. So well done!
Hope this will become a real game in future
If you try mine let know what you think!
I enjoy the experience despite not being my genre at all.
That's why I'm not the right player to answer the "feeback questions" you write on the game page (anyway I love your page there is a lot of effort in it)
What I can suggest right now is to give personality to the UI (texts, boxes, buttons etc...). It has a very important role because it's something necessary. but at the same time it could ruin the immersiveness (especially in a horror game)
I notify a bug: I opened a note and then I wasn't to close it. Perhaps it has something to do with the fact that I closed and reopened the note quickly.
Anyway well done and good luck for the future updates!
Ambituous game for a jam but the final result is very nice so big up to you folks!
Surely it has a depth gameplay but in order to be experienced as intended there must be an onboarding.
So my suggestion if you think about updating this project is to make a real playable tutorial.
Except for that I love the voice acting and board games/videogames hybrids so well done!
And... if you try mine let me know what you think!
The pixel art is amazing and I appreciate a lot also the main menu interaction!
I think not having sound for the most of the game kills a bit the experience but I understand that in 3.5 days this is the best we could do (honestly you did great for this amount of time)
I love turn based combats so I feel a little sad thinking about what could have been with a whole week of work.
Definetely you have talent for this so big up!
And... if you try mine let me know what you think
Nice game, easy to learn but hard to master!
It reminds me Tricky Towers but with sweets
Even though visuals and sounds aren't yours, you nailed it by choosing them. They're perfect, so well done!
The only thing that bothers me a little is that the collision boxes aren't perfect.
But maybe it's something of the engine. Speaking about it would you reccomend Gdevelop? Because I'm an Unreal Engine user so I'm looking for a simple engine to master for simple 2D games like yours.
Anyway big up and... if you try mine let me know what you think!
First of all thankyou so much for playing the game!
I will answer to your feedback (spoiler: I agree with everything)
1 - There are two reasons why I choose the solo approach.
The first one is that I'm working on other projects at the same time so my schedule is unpredictable, this means that I couldn't guarantee that I would complete the required tasks on time.
The second one is that is my first game jam, so I was looking for a challenge while trying to understand how these events work (also building a "portfolio" in order to find a team next time)
2 - Unreal is the only engine that I know. I'm pretty good with it and I can basically do everything in terms of gameplay but... I'm definetely not an artist. I have good eye for beautiful stuff but I have not the skills to make that on my own.
Everything from the start was designed to work even with "bad" mesh and "wrong" colors (I know the UI isn't good but I didn't have time to study a color palette)
Basically I am a Game Designer and a Blueprint UE Programmer so not the most appealing teammate for a game jam...
The next time I will definitely look for someone else to collaborate with. Perhaps with you! (if you want)
I really like the characters design, they have a lot of personality!
The intro is long but the animal's dub makes it funny.
In my opinion the game needs a tutorial battle with far fewer enemies so that you can really understand game mechanics and being hooked into the experience. Right now I practically never play because there are a lot of enemies!
Anyway good luck and I hope the feedback will be helpfull
It's a pleasure! I think you made an amazing job for the art direction of characters and evironments.
Sorry for not having gone too deep into the experience but the time is limited and I want to give feedbacks to as many games as possible.
Anyway your game is in my collection so I will probably play it again!
Hi, I've seen your posts (I'm against the braindead spam too) so here we are!
First of all big up for developing something so ambitious for a game jam and for managing to coordinate with a team of this size. I'm really a fun of turn based combat and I use Unreal too so I like you folks!
The visuals, the ost and the atmosphere in general is amazing, I can't say for sure about the game design because I didn't finish it so I don't know if the gameplay evolves, but I still have some feedbacks:
- Collectible items need to be more evident. Potions are ok, but I think you need something that you can use with any kind of item. For example a non-intrusive outline (I know the E ui popup would break the mood that's why I'm not suggesting something like that)
- The UI art direction clashes a bit with the 3D visuals. It seems to come from another game (I don't know if this makes sense to you)
- Defeat enemies it's not rewarding except for the fact that they are no longer there to bother you. And after suceeding to escape there must be a sort of cooldown that prevents you to challenge again the same enemy for a certain amount of time (Those darn rats wouldn't leave me alone)
Hope this feedback will help you
If you try mine let me know what you think!
The game is ambitious (surely too much for a jam), but the concept is cool!
I think you know there are some bugs:
In my first run I get stucked in an area from which I could not climb back up.
In my second attemp I drowned in an indescribable emptiness ahaha
Anyway hope you will update this, you nailed the mood even if it is a prototype
If you try mine, let me know what you think!




