Future me here : I forgot to do so next time.
Wooliam
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The game is hard to understand since not every consequence an action has is explicitly stated. I eventually started to understand the mechanics of the game, but I didn't understand what caused a run to end. :L
The tutorial option also doesn't trigger if you first click on "skip to game" and then come back, which happened to me after a missclick, so I didn't quite understand what "tutorial" meant since I was thrown in the full game.
But I still had fun, good job!
I think the game is fairly well balanced and the visuals feel very arcade-y!
I found troublesome that when leveling up, the UI pops up allowing you to interact with it instantly. This can cause the player to accidently click an upgrade that was undesired. (which happened to me more than once :P) Adding a second, "confirm" button is always a good way to make sure that doesn't happen.
Otherwise I've got nothing to say, solid jam entry!
Wow, very cool game!
The levels at first were designed in a way that simply cycled through black and white backrounds, but I was pleasantly surprised when I found out later ones involved both instances at once.
I see a lot of effort was put into making the levels which made it look less polished, but the aesthetic is still pretty! You feel like you're in an alien ship. :0
Nice work!
Although very simple, this game is super fun!
I would recommend adding some sort of game border to allow the player to shoot when close to a wall, since that's hard to do because you cannot interact with the game while you're mouse is out of bounds. Perhaps just enabling the fullscreen option could resolve this.
But it's just a nitpick after all, good job on the game!
The pixel art is great and the mechanics, well executed!
If there’s one point that I think could be improved upon, since it confused me until I checked the comments, it’s the fact that the game doesn’t explicitly tell you that paid doors lead to easier rooms. When I played through the game, I thought the two kinds of door just lead to different places.
Maybe adding a « Easy » sign above paid doors could have made this clearer.
Regardless of that, the platforming was very good and responsive, good job!
I love how half of this game was made by one dev, and the rest by the other. I feel like that's a super unique approach to the theme!
But, I found the actual goal of the game hard to understand. Like, the drinks you must make are hidden behind the tab key in the small corner of the screen, and nothing says something like "This is where you find your goal!".
But I do like the sheer amount of ingredients available to use, it makes the whole experience feel more real, like you're actually in a bar making the stuff.
Great job on the pixel art too! Fun game! :P
Had some good fun!
Here is what I think :
1. The art was solid! But sometimes it was a little hard to spot the character when the background was the same color as the tiles.
2. The use of duality here is perfect, but the limitation seems to have been an afterthought. Still, I think it's pretty funny that you need to find the word "enerything"! :T
3. I believe the idea of changing color to match the background could have been even stronger if the game included platforms or mechanics that would change depending on your color. Definitely some potential there!
4 . 1000 factorial cookies is way to many by the way! :P
Thanks for the game! Hope you score well!
Haha!
I thought I’d fixed that glitch.
I just found a consistent way of doing it : if you click on a wood or leaf tile and click out of your browser, the game will freeze, and when clicking back on a fire or ice card, the little potential stem/leaf positions will stay.
Because in the code I treated them the same as the stumps, if you burn one it will Game Over! xD
Anyways, I’ll try to fix it when I have the time. Thanks for bringing it to my attention!
Edit : it has been fixed!
Wow! I’m invigorated by your response :D!
This was my first shot at making a strategy game, and the Jam made it super hard, so seeing comments like this is just amazing!
For what’s of an endless mode, what exactly do you mean by that? The game is already endless, like, you can go to an infinite amount of days.
Anyways, I do think updating it could be a good idea! Thanks for playing!
This was my third Game Jam, and I went for a genre of game I had never done before! (Stategy + cards)
My two other Jams (IcoJam & GMTK) were platformer games, so this was a fun challenge to tackle!
I'm proud of what I've made here, and while more audio would have certainly helped because I poured all of my time into the mechanics, I still think I managed to create something unique!
Thanks for playing! :D
I accidentally submitted the wrong game!I meant to submit Dualitree, but I submitted Animal Scales, another game I had made in the past.
Here's the page link :
https://wooliam.itch.io/dualitree
thanks!
The thing is, the player only really has to change his power scales once in the game, and I thought making the message appear only once you fully committed into the UI would make it feel even more annoying, since you'd have to retry from the start everytime. I just find that preventing the UI from being opened at all when you can't switch makes people find it more responsive once they actually can change scales.
Like you said, it's just a small problem, but I thought I'd just share my thought process. ;)
What do you think?
Anyways, thanks for playing! :D
I like that you can customise you tank, but it is unclear what each part actually changes and tedious to reselect a new arrangement everytime. I do think the AI for the enemy is very well executed and makes for some fun games even without friends :>
As a pro gamer, I used pure skill to escape the map trough the water and go live a life somewhere. :P
(I had a lot of fun)


