Looks brilliant. The combat mechanic was a bit too much luck-based and not enough short term strategy for my liking but it will definitely strike an audience with people that enjoy black-jack type stuff. The overworld and the milestones are good, they are pleasant to look at and have great polish. Really impressed with the art direction overall.
Warjoy Heir
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I really enjoyed it, spent more than an hour on it probably. Sometimes it went a little to fast, and it was hard to control the family and felt like a rolling boulder in the second half of gameplay. I wish there were some more unique/memorable events, which would make it feel more like writing a story. Moment to moment gameplay is great, and the trait mechanics are fitting. I wish I could decide a bit more the direction for my family.
Cool game/mechanic but it is a little frustrating that you can't get the dragon without using the talisman. It felt like "giving up".
Also, the dragon was sometimes made against expectations without all three different parts - it used a double of the same from time to time and it really messed the whole grid up.
I am a big fun of survs and while many look bland I felt this has potential. I really enjoyed the physical swing of the sword - it made my movement matter much more than usually, because I was constantly adjusting the angle as well as position.
I did not enjoy the progression. The upgrades were not noticeable for me and I felt little to no power-spikes throughout my 2 playthroughs.
Enemies got too hefty quickly, my attacks felt like rubber sword swings. Especially the Dart enemy who was like 3-4x stronger than the basic one. He was tougher to dodge, tougher to hit, tougher to kite, overall tougher to kill and was a bigger threat. Quickly after he comes the game becomes overwhelming.
I was not sure how does the HP work. To lose a HP square I had to be hit a couple of times, but had not idea how many.
I wrote a lot about my issues with the game, but it's because I feel the potential and liked the initial 20-40 seconds. All the tethering is quite clear and an interesting mechanic with the totems. I'd want to see more weapons and upgrades that focus on the fact that I have to angle the character to hit them correctly.
If you'd like more in-depth feedback or some suggestions feel free to hit me up.
I really love the idea and the theme. The premise and the story combined with the aesthetic really made me interested in this game even though I don't usually play novels. The idea for signals and reading them is intriguing and very original, I'd love to see more done with it. I enjoyed playing this game and was quite immersed.
The issues I had was with how I interacted with the game. I had to check signals constantly, and while signing them might spoil too much, maybe giving them number hotkeys would help with figuring stuff out on the fly.
Also the non-pause dialogue was challenging but interesting idea, I feel like the pause button helped me with actually recognizing signals but it broke the flow a lot. I'd be curious if the speed was lesser but there was no pause would I stay immersed?
Overall a great experience and I would love to see this improved upon with some clever UX and maybe some better pacing - having more than 1 payoff at the end. Being able to verify what I am doing along the way somehow would be nice.
This is an amazing premise! The atmosphere is great. The basic gameplay mechanic is fun and promising, it can have a lot of depth.
For now I lacked the way to mark the planets and for them to have more character so that with time I could get familiar in this galaxy. The dual planet was definitely the right direction, more of that please!
I would totally develop it further. If when searching I could numerically see the zoom level, the vertical and horizontal angle of the scope and stuff like I could remember, more or less, at what coordinates was which sound.
I could also see the clients giving a little bit more direction for the last wave. So as you get closer to what they like, they get a bit more specific as to what is lacking.
Best game of LD59 for me so far, great job!
Really cool concept, and great visuals as always.
-BUG-
I've had issues when sending the signal to close to the radar, it just disappeared and the total number didn't increase. I had to move back and send the signal somewhere around the satellite dish.
-CONFUSION-
Seeing the plants that are supposed to speed up signals, lower their value was quite confusing at first. Seemed like something is broken.
-AWESOME-
There were few, very satisfying a-ha moments to be had. If there is ever an extended version with more of those, I'd definitely buy the game.
Cool idea, but way too hard. I see the idea behind the attacks predicting your movement but at this point it is too punishing and it is really difficult to "outsmart" or "outdo" the enemy. If this is a boss fight, I think the balance might be alright.
I'd be interested in how you will utilize the mechanic towards your idea, where can this mechanic grow from Undertale.
Other than that, you can sometimes strike twice in the same spot by quickly waving the mouse over the same sparkle.
Hi! I played and enjoyed this little toy sandbox! It's nice that it comes alive. There was one thing that, in terms of UX, was frustrating - you sometimes can't place a block behind other blocks. After finishing the diorama I learned you can rotate the screen, but anyway it's something I'd consider worth tweaking.
This is probably the highest rated game for me so far. I loved it. It was simple but really fun! The way that the fish evolves was surprising and awesome. Each time I felt like I gained a new skill with that level up too. The visuals were very nice, especially for the fish and the effects felt juicy. Definitely felt better to play with mouse and keyboard than just keyboard. I wonder where it could go next, but what you did, you did great. Nice one!
I really like the idea. It provides some unique gameplay. On first playthrough I got really bad rolls and didn't think much of the game cause all the pizzas were pretty much good. Second time I got a nice spread, still I think some easy bad pizzas at the start would have worked better to hook the player. Sometimes the sizing was a bit iffy, I saw less then 14 inch let's say but my report got flagged still. I'd say the gameplay loop is lacking when it comes to discarding good pizzas. I'd rather be able to rate them well, just throwing them to trash without rating wasn't intuitive. Other than that the interface worked really well. The descriptions for the pizzas were great and funny. Good job!
Whoa, I wish I knew that! Seems like a great way to fix the problem! I guess playing with the keyboard was the issue. I think I'd even recommend disabling it, or better - making it so that on button press it does the little tweak to show where it will move and the board turns on key release after press :)
Great art! Especially on the Leader character. The platforming was pretty good, you could get skilled at it, though there were parts that were a bit too frustrating, some head banging and slightly to tall platforms. I finished it without damaging the aliens and hoped for a different ending :< but it was still cool to play as the Alien Leader. Loved his character design but the dash attack was a bit weird, really hard to land. At first I didn't even know I had a second attack. Anyway I think that adding a jumping behavior to the robot character at the end would make the "boss fight" much nicer. Anyway, great little game! Liked the twist on the alien theme as well :)
Really nice! Love the idea. It's well put together - the music, font, character. The table and holes could be better but I get it - you get 48h you put in the most important bits, the characters! The only thing that was bothersome was that the hammer had no real telegraphed movement it felt. I there would be some information about attacks, at least some, like with bosses, but it felt like I just had to kinda go on reflexes which is cool but I'd love to see some mix ups. Very solid entry! I love how clear and concise it is!
Looks very nice. Plays well and is quite understandable. The Leveling Up menu can be sometimes not noticed cause it's in the same spot as the spawn menu so it is prone to missclicks. The screenspace is a bit small and because the units spawn off-screen I wasn't sure it worked sometimes. I won twice, it was rather easy but felt nice. With some iteration this could be really fun. Well done for 48 h!
At one hand this is really cool and challenging, at the other it constantly makes you mistake which way you are supposed to turn. Like you had the right plan in mind but then press a key and the board turns the other way than you imagined. I think the arrows in the UI could better portray how the board will turn. You could say that these mistakes are main part of gameplay but I feel like they add a bit too much frustration. Well put together game, congratz
There is a lot to like about this but also a lot missing. I loved the character design, really interesting characters that I wanted to stay with for longer. The music was quite nice too. And the approach to the topic I liked too. First time I see the "Be the NPC" played out well, like I felt like I was actually doing NPC stuff.
What was missing though was good UX. I wasn't sure when something was selected or when I had to press play (for first few minutes I didn't even see the play button). I was not sure whether I am removing an item or giving it at times. I'd say highlighting stuff more and maybe adding another tab to show which item is currently being given would help that.
What was nice at first but later fell a bit flat was that the responses from the "players" didn't relate much to the quests. I also felt that I didn't have much control. I had a random set of quests to give and had no idea which rewards would they get from it. Most of the time I felt like I had to give the characters some item that wouldn't help them.
Again love the idea and the characters but it felt a bit lacking in the design.
Haha, I love that reply! Especially the end bit.
Definitely could see this going into a speed run direction. I even felt myself doing so while testing it. The end goal of the game could go in multiple directions right now, we are thinking about which would be the best. A more rpg-like combat and character based version, or a maze survival version, or twisting the topic even more and making traps into treasures and for us to try to hold the enemies back from taking it!
Really cool twist on Jump Hero. I'd say successful, cause the game creates the same frustrating emotion when you fail xD. But platforms are well placed that it is not too punishing. Quite similar to our idea when it comes to moving the level actually. Didn't play all the way through cause it's too hard for me :p but I liked it
I like the idea. I wish the uncommon placeholder parts like twig or screen changed more about the skin to really drive the "I wonder what will come out!". Scoring could also include some artificial connection to what you've created. Maybe a comment or objective judgment - "Oh, that's an interesting place for an eye" etc. Controls are a bit clunky. I see the potential in this with the parts getting gradually weirder. You could even tell a story like that. Creative idea!
On third playthrough I tried to do bad on purpose to see the losing ending, haha! This is a great game. It is surprisingly intricate. The way the skellies move, the music, colors, animation, change of pace, sfx, mini cam. There has been a lot of either great thought or just experienced intuition put into this project. Best one so far for sure. The line for the AI knight was also a great design touch. Stellar job!












