Fun concept, but after multiple playthroughs I still don't understand the game's rules well enough to do any planning. Sometimes doors I was planning to open disappear and I don't know why. Sometimes doors I plan to open disappear at what feels like random. Sometimes I open a lock that's not supposed to destroy my key but it does. I can't predict where the new rooms will appear which matters for using L/R keys.
Showing only one thing changing at a time, and indicating the cause of each of the state changes, would go a long way to helping teach players the rules.
Really interesting concept. You can really turn anything into a roguelite these days and it'll always be cool. All the unique keys and such were interesting. Its not (that) well communicated if monsters are really that bad to leave around? I sorta doomed my first run forcing myself to oneshot them per round, but it didn't really seem to matter.
If it doesn't matter that much, maybe it should. If it does matter, it should be more obvious why.
But as a basis for a roguelite about opening doors, very cool. Probably the most unique take on the theme yet. Great work!
The screen started much larger than my 1920x1080 resolution screen which made it difficult to see/understand and and play. I tried to get the keys with left mouse but didn't yet figure it out. I'll try again at the jam end, just in case there are a few more improvements/fixes planned for this submission.
Thanks, the full screen button did the trick. I was able to see more of what was going on and got through a couple of the 'levels'. This is definitely a thinky puzzle game... I don't think I figured it out fully yet.
Terrific fun. The early prototype I wasn't quite seeing the vision, but with the burning keys, small and large keys (and big improvements to the interface), I get it now! I'm really impressed by the balance and pacing--it always felt like it was giving me just barely what I needed at the right moment, while also feeling like I could always have done better if I'd been a little more strategic. I won on the second try (after having just 1 key left several times!)
Comments
Fun concept, but after multiple playthroughs I still don't understand the game's rules well enough to do any planning. Sometimes doors I was planning to open disappear and I don't know why. Sometimes doors I plan to open disappear at what feels like random. Sometimes I open a lock that's not supposed to destroy my key but it does. I can't predict where the new rooms will appear which matters for using L/R keys.
Showing only one thing changing at a time, and indicating the cause of each of the state changes, would go a long way to helping teach players the rules.
https://www.twitch.tv/videos/2810799288
From 26:37 or so
Really interesting concept. You can really turn anything into a roguelite these days and it'll always be cool. All the unique keys and such were interesting. Its not (that) well communicated if monsters are really that bad to leave around? I sorta doomed my first run forcing myself to oneshot them per round, but it didn't really seem to matter.
If it doesn't matter that much, maybe it should.
If it does matter, it should be more obvious why.
But as a basis for a roguelite about opening doors, very cool. Probably the most unique take on the theme yet. Great work!
A lovely unique game! You absolutely nailed the theme
Very interesting game for me. I really liked it.
The screen started much larger than my 1920x1080 resolution screen which made it difficult to see/understand and and play. I tried to get the keys with left mouse but didn't yet figure it out. I'll try again at the jam end, just in case there are a few more improvements/fixes planned for this submission.
Thanks for the feedback, I enabled the fullscreen button in the itch settings for the game
Thanks, the full screen button did the trick. I was able to see more of what was going on and got through a couple of the 'levels'. This is definitely a thinky puzzle game... I don't think I figured it out fully yet.
having the same issue but the fullscreen button didn't fix it for me oh no! also can't click on stuff
challenging, but not hard! The game is really fun and intuitive, the different locks and keys synergise well, and the concept can easily be extended!
Terrific fun. The early prototype I wasn't quite seeing the vision, but with the burning keys, small and large keys (and big improvements to the interface), I get it now! I'm really impressed by the balance and pacing--it always felt like it was giving me just barely what I needed at the right moment, while also feeling like I could always have done better if I'd been a little more strategic. I won on the second try (after having just 1 key left several times!)