Very nice little game! The birds are cute and the concept is well executed, I found it to be a relaxing break from the other games :)
wintrmut3
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You should elaborate on the red/blue attack modes and shield compatibility more, even in the game description. I think it's a really interesting idea but it takes a while to understand. I think the blue shields are also rendered in reverse somehow on the first real level's box enemies, so I didn't realize I was supposed to hit them from behind.
Great execution of the theme, the rewind / ffwd mechanics look great and the enemies telegraphing their attack felt very polished.
I love the art style and overall aesthetic, you all clearly put a lot of effort into the visuals. I think there could be a bit more depth to the gameplay though, as a player I think there aren't any meaningful decisions to be made, and it's easy to game by spamming E as soon as it comes off cooldown and staying in the lit area. Perhaps some cost attached to luring the sheep (eg. attract monsters too? of a different variety?) would add some depth. It would be interesting to play this game from the perspective of the monster too :)
Thank you for the feedback! I panicked a bit when the build didn't work close to the deadline so I did disable the compression, and also made a lot of other modifications including using dev build to maximize my chance it would work. It did build a little faster, for 50% higher storage costs but I will disable in future. Your other points are also good, I will take them into consideration :)
Awesome and simple concept, but surprisingly really fun! I love the satisfying sound effects, the cute music is pretty fitting, and the potential of exponential explosions with chaining 6's is a genius mechanic. Also, that pixel art effect for rolling the die is brilliant, I couldn't figure out a good way to do that in my game but you nailed the tradeoff of complexity and showing the 'roll' effect. Great work! 10/10
Hey thanks! I think I got a bit carried away making the AI and I overcomplicated some systems to the point where I barely understand them (not to mention balancing) and I appreciate the thoughts. I have uploaded a videotutorial but it is 13 minutes long which perhaps says something similar to your comment.
Thank you! There is in fact an end, though there are a few minor glitches before that. It took me about 10 minutes to complete the game, and yes, I can't type sacrifice either. I left in an alternate command (burn) that does the same thing, but I thought that made little sense in a rainstorm so I left it out of the documentation :))
Thank you so much for your thoughts. I'm really glad you found this a calming experience, and it makes me really happy to know that someone found this game enjoyable and relaxing :)
Ps. The OutOfControl function just makes the tiles flash. I was going to have it randomly feed each of the tiles but I didn't have time sadly.
That's a unique concept I don't think I've seen before. I like the idea of crossing a dungeon crawler and idle game, but it's definitely difficult to balance the amount of interactivity to have. I think you could have added a little more control (eg. targets to walk towards, though in a randomly kinked line) Very cool art and dungeon generation!







