Yep these are great points, I think we were a bit needlessly constraining ourselves to the palette we were using, but that led to sub-optimal bullet color in my opinion. And we definitely should’ve optimized the bullets, but didn’t get a chance to do so sadly! Hopefully it wasn’t terrible. Thanks for playing!
voithos
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Very cool game! The premise was interesting and the art is lovely. I did sometimes wish the player moved a bit faster, and it was a bit difficult navigating in between the tower “slots” – it might’ve been nice to let the player walk over them, and only apply collisions if they started trying to build there. Another thought that came to mind was, what if it were possible to build up enough money to extend the ironline with a new cart, which might tie in to the jam theme even more?
This was really interesting! The level visuals and subtle music had a really calming effect, and it was fun looking around for items. The shrinking mechanic was an interesting discovery, and I could see the beginnings of some clever uses of it. I also appreciated that the game let me keep playing even after hitting the ‘that’s all I had time to build’ message. :) Nice job!
This has so much style! The music, art, dialog system, everything is really refined, and the controls are super intuitive for anyone who’s played around with 3D. Very cool!
One thing that wasn’t immediately clear was that I had to press “Done” myself, instead of reaching some threshold of “close-enough”. I see pros to either approach, but the nice thing about a specific (hidden) goal is that it’d make the levels more like puzzles rather than sandboxes.
Yep, agreed on all fronts. :) I had a couple of extra ideas on how to make the multiple weapons more distinct, including different effects and affinities, as well as mechanics to encourage the player to “use what you roll” for a bit before being able to switch weapons, or making weapon switches more strategic (like switching to a color by rolling through an enemy bullet of the same color, etc) - but unfortunately ran out of time during the jam.
Thanks for playing!
Super creative idea! :D I really liked the theming as well, there’s something about a space setting that always gets me. I think it might be useful to add the “height so far” somewhere in the UI, as well as maybe some special abilities to make the gameplay a bit more predictable (like maybe a “timed grab” that lets the player shuffle things around for a short period of time).
Great work overall! :)
Great game! The art and music are super charming, and progression was really fun once you got the hang of it! It did sometimes feel like you were dealt an impossible hand, especially since the platforms seem to disintegrate after a while, so it might be interesting to give the player some special abilities to use in a pinch when dealt a bad hand.
Nice job! :)
I loved the overall look and feel of this! The controls worked pretty well for me, no real issues there. I found some of the early puzzles a bit too easy, as I didn’t even really need to think through the geometry of the movement, and instead just followed the “path” and managed to get the right side anyway.
Great work overall! :D
Nice work on this! As others have said, the art and animations are wonderful and impressive! I liked the variety of enemies and the weakness/strength system (I used something similar in my game). It did seem like it took a while for normal attacks to do enough damage to enemies, so I wonder if speeding up the dice roll (even when not killing enemies) would make battle more dynamic?
Nicely done :)
Loved this idea! Gameplay, art, and audio all felt very polished, and the camera work was really nice. At times it was a bit hard to predict exactly how the percentages were calculated - I was almost expecting the game to “move” towards the desired targets (per the gambler’s fallacy), but that didn’t always seem to happen.
Nice work!
I really liked the entire “vibe” of this game! The art is very nice and adds a layer of atmosphere that really helps sell the “dungeon” experience super well, and the music is also very fitting! In addition to a tutorial, it might be nice to have a bit more feedback as to “what happened” after an encounter, i.e. why the player won or lost.
Nice work!