Super Cool! Thank you so much for your sharing & hint!
XHX
Creator of
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It inspired me so much that the game automatically starts as soon as I enter the page. I found it’s particularly fitting for a game that simulates an ancient era, giving a natural arcade machine feel that powers up and starts the game instantly.
Having easily accessible instructions on the game’s page or within the game itself would psychologically put me more at ease, as I’m always wondering if there’s some control I haven’t discovered yet. Moreover, part of my unease stemmed from the key bindings; it took me some time to find and remember the jump key. Initially, I kept thinking it was ‘Z’… when in fact, it was ‘X’ (at beginning, it always let me think the button were buggy sometimes hhh)
More fun than I expected before playing, I especially like the special slap attack hhh
The get/consum of item-key is not clear enough, I only noticed the key when I was rewatching my screenrecorder, so this makes me feel confused [when picking up the first reward door and then can not get the second reward] maybe give a panel to confirm when coast the key is useful? Having doors that look the same but go to different places is a bit confusing, but the most confusing part at the beginning was how to get into the main process: there was hardly any hints in that huge arch-shaped area which I need put my door in, and it took a little bit of experimentation for me to find the method..
Instead, it was the small door that was already there that would grab my attention, I kept trying to open it without realizing it was just a piece of equipment (maybe another default door with a different look would improve this? as a different door that I would realize what was happening after clicking on it for a pickup action)
The combat experience is fun and the enemies are all interesting, I think this is a game with a lot of potential and has very unique concept, I found it from seeing the game’s assets on sketchfab
Great jam work! Cheers!
Really great ambient, love the music and the aesthetics. The puzzle at beginning is a little bit hard for me but after that everything goes well and mixed with different game feel by these delicate mechanics and puzzle hints Wonderful experience and well done first game creation! also inspried me in different aspect.so cool.
I just played it with my nephew and we retried so many times, it’s really fun
At first contact, it can feel like you’re surrounded by a lot of information (both in the itch description and the in-game instructions, which can be slightly intimidating at beginning) but once get into the game it feels like such easy to get started!
We died a number of times at the beginning by stomping on spikes (especially for newer players who aren’t very good at playing with keyboards), and the edge checking can be a little not friendly for them
The slime was be often used, the value of ghosts was to be realized at the several rounds later,but we soon realized that the goblin archer was really awesome and it was brought us the first glimmer of victory. The miner was also used very early on, which was great fun for the money snowballing.
Meanwhile, only two downside are that I don’t think the life UI is very easy to notice at first & little bit hard to know what the knight gained when he in high levels
We ended the game with two victories and after the most expensive demon summoned, my nephew thinks this game could going to be a top seller in shop, we really enjoy it!
Really genius idea with great form, this makes me excited. I love the the integrated and flexible use of assets in your work, and the complete presentation on credits, it’s very cool! The only thing I didn’t enjoy was the amount of levels, Just as I was getting into the swing of things, it was over ToT I think this idea could make for a lot of fun, hand-holding levels haha, I feel excited just thinking about it! wonderful
I just played this game with my nephew and had a great time! This is also the first time I’ve played Peggle The level with air balloon was a bit difficult for both of us, but once we got the hang of it, it was very enjoyable!
We couldn’t get enough of it - “ah how can it be over in just a few levels” - and visually the backgrounds were quiet and fairytale beautiful, and these point were very cozy! My nephew found the bullet-time mechanic that I had not noticed.I noticed a faint square edge at the ball sprite, which could be improved to give a more subtle effect!
Interesting idea to bring the perspective of player into the enemy’s camp for a very unique experience! In terms of game feel, it feels like playing a special kind of pinball game that combines strategy and hand-eye coordination. It would be nice if the index of my troop types had been labeled in UI , I often lost my place in the queue while flipping through them, and the first few times I played it felt a little difficult and the development of the defenders felt a little sudden and unpredictable, but it’s very exciting!