Half-man, half-frog comes together to a meditative half-lecture, half-music. 🥰
Estel
Creator of
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The game really hooked me. People have already mentioned the Zachtronics vibe, so I won't repeat that. 😄
A small suggestion for improvement: it would be great to speed up the charge movement once the player has correctly assembled the circuit. That satisfying *click* that gives you a dopamine hit. Right now, it feels a bit drawn out.
Thanks! Yeah, right now where you throw the match only affects how fast you gain resources. In the future, I plan to add more in-match interaction so the outcome also depends on and is controlled by ACTIVE player decisions. For the jam, I tried to keep it pretty simple so that a quick completion just required buying the right upgrades.
Really interesting concept! I somehow got total "Hollow Knight" vibes. Maybe because of the environment, the sound design, or those quiet little scenes like the one where the trio sails away on rafts.
I made it to the troll, but couldn't defeat him. 😄
It was a bit annoying having to stop moving every time you shoot, especially during the troll fight.
I was thinking about what could be improved. Please don't take this as criticism, just sharing my thoughts:
1. I feel like letting the player shoot while moving would add a ton of dynamism to the game.
2. You could make the fire arrow a single reusable arrow that the player has to retrieve to shoot again, maybe mapped to RMB.
3. Regular combat arrows could be set to LMB for fights.
Overall though, I loved the general concept! I haven't seen many top-down games that use light as a core gameplay mechanic. ❤️
Honestly, during level 0 I thought the whole game was gonna be like that: boxes keep spawning, and we make chains to smash them. Imagine my surprise when level 1 hit and a whole horde of slimes started marching straight for the wall. 🤯
Super cool concept!
Please don't take this as criticism, just a few ideas for improvement:
- When a level starts, there is a noticeable delay before enemies start walking. It's a bit confusing.
- The enemies are way too strong even on level 1. I lost almost half my HP on level 1 alone. 😂
- It would be awesome if there were one-shot enemies in the game.
- I still couldn't figure out how to kill the witches on level 3. Got totally wrecked. 💀
But the idea itself is quite interesting. If only the gameplay were more dynamic and the game itself more welcoming during the early levels. ❤️
Yeah, the gameplay is really intuitive. Though the first time around, I wasn't totally sure the exit was actually an exit. I just hit a dead end, accidentally bumped into the central node, and realized it could be destroyed. I think a slight pulsing effect around it would make that much clearer.
I picked up an upgrade that gives you a shield against one hit from an enemy, and that was honestly a WOW moment. I didn't see a single upgrade for the first 5 or 6 levels, so I was not expecting to find one that far in at all.
The mechanic where enemies grow over time seems cool, but I think it should probably be capped near the exit. It felt pretty unfair when I reached level 8 and the game gave me zero chance to keep going. 😄
Super cool concept! I haven't seen anything like this before.
Just launched the game and immediately lost. 😄
The idea with the level dynamically changing as you go is pretty cool, but the game feels pretty rough around the edges right now. You can tell there were plans to add a timer and more levels. I said this about a previous game, but I think a "Super Meat Boy" style replay mechanic showing all your attempts at once on a successful run would fit really well here too. If you plan to keep working on it, make the reset button more noticeable. I actually had to look around for it. 😄
Super cool concept! I always love seeing games inspired by Downwell, but with their own unique spin. ❤️
I'm not totally sure how it fits the jam theme, but maybe the "chain reaction" part kicks in after level 8. That's my record so far after 3 runs.
As I understand it, the game uses procedural level generation. That definitely adds replayability, but at the same time, the first 5 or 6 levels felt pretty much identical to me. I was actually about to drop the game right when I picked up an upgrade! Those definitely need to show up earlier.
If you add more visual variety so levels don't feel so repetitive, this could be a really amazing game! Also, just be careful with the procedural generation. On my last run, the red pixels were almost completely covering the white exit.
Cute puzzle game with a cool mechanic that fits the jam theme really well! How many levels are there? I reached level 12 and it's already getting pretty tricky. 😂
Please don't take this as criticism, just a few ideas for improvement:
1. On levels where a new tile is introduced, there is no icon to re-read its description. I missed the "Shielded Hexagon" text and had to go back to the game page to read about it.
2. It would be awesome to have volume controls in the game.
3. On levels with more than 10 tiles, it was annoying that after a failed attempt, all tiles reset to their starting position and you have to rotate them all over again just for one tweak.
4. The chain reaction happens way too fast, so it's hard to catch which tile broke the chain. This is especially noticeable when there are a lot of tiles on the screen.
But overall, the game is absolutely excellent! Well done!
