I enjoyed the puzzles and the art. Sometimes it is not very clear when an object is at jump height, seems it misses the jump very narrowly, could be improved by making the jump visibly shorter. Nice work!
chubas
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I liked the main mechanic, and the increasing difficulty of the levels. Some levels can get away without being very precise but some of the later levels are very unforgiving, I think a shot indicator or some way to "lock" your shot would help greatly. Also, some of the levels with moving pieces don't sync perfectly so you have to wait a couple of cycles for the platforms to align correctly, I would have appreciated a "speed up" button. I enjoyed it, good work!
I love the game countdown, seeing it somehow adapted to a card game is awesome! Really enjoyed the bosses (except the "invulnerable" stage, everybody hates those), the music and the power ups. So satisfying to play, and I'm sure I didn't even get to start working on more complex strategies. Great game!
Wow level 83. That's my goal, maybe even for endless runs, but not even in my play testing got it that far! I didn't even test what happens after you exhaust the artifact pool! I agree some of them are detrimental. Which is ok really, some games have these super niche effects that you learn to avoid, but still I want to make it more clear before picking what they do. Thanks again for playing and taking it that far!
I liked the vibes of it, and the simple mechanics. The timer reset mechanic is too powerful so it becomes the dominant strategy eventually, I'd definitely tone it down or make it expire more quickly so it cannot be abused. Also many times the strategy for positioning is to just do small jumps rather than charge a large one, I'd love some minimum length and maybe add an indicator of the direction. Nice little game, I enjoyed it.
Thanks for playing! There are some artifacts/items meant to have specific synergies, so that artifact is really useless unless you have any of a few others that bend some rules and allow you to pick same numbers. Probably I should gate them so they don't appear if those conditions aren't met. There are other similar confusing effects that play around some of the keywords, but I lacked time to balance and properly explain them. Fixing them in a future version, if you're interested to check them out later on
Nice game, kept me entertained for a bit. 4 long numbers are hard to come by, but 5+ never showed up. I'd like some mechanic to remove them eventually so they don't clutter up the board. Also, it would be nice if all new numbers are guaranteed to exist on the board so we can try hunt a long one rather than depend purely on luck
Definitely, those are boss artifacts (which are not really rare considering there's one every 3 levels) because they are supposed to enable new strategies, they are not properly balanced, surely those 2 (plus Orchestra) are undoubtedly the most powerful in the game. I want to get to Balatro levels of power scaling but the balancing needs tons of work. Thanks for your feedback!
Took me some time to master the dash / bounce back movement, after that it became much more fun. It tends to get very repetitive at the end but I get it that this is for a jam and the game is pretty much a single level, some small variation of enemies would make this much more satisfying. Good work overall!
Giving the fact that I ended up as middle class twice, gives me a clue I would have probably not survived the French revolution. At least I pardoned the freedom fighter, you ungrateful people!
I loved the concept, the style and the lore put into it. Frankly, I'd like a bit more of a game element, where maybe the fates of some of them are interconnected (e.g. if you spare A but not B, B ends up taking A's wealth and fleeing, or something like that), and I can see the idea fitting lots of more mechanics. Really well done
Amazing game! I loved the 1 bit aesthetic, and the sound design. It was very satisfying learning the enemies patterns and just winging it.
If you haven't played crypt of the Necrodancer you definitely need to play, missing out on it and it's a very similar gameplay (with the added rhythm as the mechanic, although some characters allow to play freely as in your game). The only mechanic that was not intuitive at first was the potion pick up, killed me more than once by blocking my movement
Loved it
It took me one a couple games to understand the core mechanics and then the strategy. I think the graphics are self-explanatory, but they can be a bit overwhelming at first. The only two things that didn't like is that at first it wasn't clear how you assigned the people to a task (the drag&drop is not clear), and that sometimes the dice would sometime get stuck with other dice and it wasn't clear what number they landed on. I love the visuals and the iconography!
Loved it! Early levels are easy but they ramp up quickly when introducing the irregular shapes, loved that. Will come back to complete the levels.
I am super curious how you designed the levels, since many of them can have multiple solutions. They play more to intuition than planning ahead, but puts them in the exact spot for them not being too difficult while enjoyable. Awesome work!
Would be great if selecting the card required your character to be standing, and you could not move during the jump, otherwise the controls are too janky. I liked the concept, not sure if this is going the puzzle route where you have to carefully spend your cards, or more the try to explore as much as you can and expand your deck route.
Balatro definitely inspired this (perhaps too much?!). Yeah I need a smoother curve to introduce items, and the idea behind them is that you pick the ones that synergize with the artifacts but really didn't have time to balance them, or introduce them gradually. Turned out that the +1/-1 were the most powerful items so decided to turn them into always available actions. I like the idea of previewing the effect of the items, will also try to reduce the random effects of many of them (or lean more into them, as I thought of an artifact which rewards you for playing many "shuffle" effects).
And mouse-only was included (also for mobile), but I introduced an artifact that broke this D:< I'm adding a button for next versions.
Thanks for your feedback!
Thanks for the kind feedback! Yes, the idea is that initially, countdown is the most powerful strategy (gives you multiplier for the number of tiles in your chain) but eventually the artifacts and items catch up or surpass it in terms of strategy, at least that is the idea. The +1/-1 and the items are supposed to help you get that chain, or work around your strategy.
Agree on the color scheme and general readability, I didn't put much thought in these but turned out to be essential (moved away from a single color gradient since consecutive colors tended to be very similar, but the alternative didn't quite work either).
