I was only using keyboard. I went back in to test out the input again and strangely enough sometimes it'd work right away, and sometimes it won't especially when starting a level, or when hitting an obstacle like bridge/water, the directional movements doesn't play afterwards.
Heaviin
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This is my first time ever trying out this genre, its kinda like an endless runner x battle heaven . It's really awesome and its nice to see a cultivation-themed entry in the jam. I found the font though a little bit too small and hard to read even in fullscreen, so it was pretty hard to keep track of things. good game!
wow this takes me back when i used to play Choices Of games on the phone all the time, and in the best way too! The combination of music, effects like screenshake and the written dialogue made me feel as if i was really in that submarine and was about to start a nuclear war. My face even made :O at some of the story developments. a sublime narrative, well done!
I really liked the idea and it was cool to decide the fate of the world like that, but having the choice presented from the very beginning made the decision to click it not feel as consequential especially if you hadn't heard the logs yet and received any messages. Maybe starting right away by receiving a new message and awaiting new info wouldve been better, and only be able to do the final decision at the last 10 seconds? Nevertheless, well done!
Really cool concept and the color scheme and artstyle is awesome, but i believe the biggest thing holding it back is the UX and arrangement of elements on the screen. The UI for start ship, place cards and instructions is very oversized, and I didn't even notice where exactly is my ship for first 10 seconds of the game until i looked up. Also there isn't enough visual or audio feedback for using the cards such as when gaining time or speed or even earning coins, so that left a lot to be desired. Well done though, and good game!
Nice game! I really enjoyed using the bow, it really felt impactful and badass compared to the sword. The whole narrative is good as well, although the font color in the dialogue boxes made the dialogue a bit hard to read, and considering this was a ancient rome gladiator-themed game, I was expecting the art of the king and gus to at least reflect that a bit. Nevertheless the action felt good and i enjoyed it, good game!
Amazing amount of polish and content in such a short amount of time! I haven't played Hollow Knight much, but this one really reminded me of it. The whole concept of racing against time before enemies get stronger is really cool, and the juice and animations really support it. I don't really have anything to critique besides that you've done an amazing job. good game!
This is genuinely one of the most creative entries i've played in the jam so far. the artwork goes soooo hard and the ui sfx and music are all tactile and perfectly fitting. I would've liked a bit more hints initially about what every button actually does, and it took me like 4 levels until i figured out what the icons all actually mean. Awesome work to the team and great job!
The whole mechanic of weather affecting enemy types is pretty creative! I would've liked to have the option of a traditional WASD+Mouse for controls instead of just the current arrow keys. Enemies disappearing and popping up after getting hit confused me a bit because i was unsure when did one of my strikes actually destroythem and i can move away. The game is also described as a hack and slash, so i was expecting high speed and killing enemies quickly in droves, but it played more as a methodical hit>dodge and avoid enemies>go back and hit again, so that messed up my experience a bit. Also, adding diagonal movement and attack to our player would've felt more smooth and fair, considering enemies can already attack and move in 8 directions. Nevertheless, great music and concept, well done!
Yep the difficulty is unfortunately very steep at the beginning and I was unaware of it, that would definitely be fixed. The finicky camera movement is because I couldn't implement camera occulsion in time, so it caused crazy camera movement at the borders of the arena, my bad! I'm really glad to hear you thought it was stylish and especially the music. I spent a lot of time searching for appropriate tracks that actually fit FMN. Thank you for playing and the feedback!
The countdown timer was initially actually much longer than current 7 seconds, but I thought it was too easy and lowered it, so it really backfired on me 😅 really glad to hear you got immersed initially though and went into a flow state, that was one of my main goals with this game. Thank you for the feedback and playing FMN!
You're right on the camera, I was going to add camera occlusion but unfortunately didnt have enough time. A better indication to when your grace is about to run out or damage is definitely on the to-do list. I wasn't really set out to make a survivors-like in the first place and to just make cool action game involving teleportation. So I suppose that's why it turned into a twist on the usual formula.
I'm really glad to hear that the elements are readable and have contrast, that was one of my biggest worried. Thank you for playing and I'm very grateful for your detailed feedback!
Actually lasting up to 10 minutes is pretty hard (my personal best is 11 and I'm the dev... Sike...) so lasting 3 minutes is very solid! Glad you found the visuals and audio good.
The walls were a leftover when I was planning to make it a traditional third person action game, but your suggestion to remove them and actually make it an aerial/floating arena is genius!! It even gave me ideas for additional levels and combinations due to the hexagon arena shape. Thank you for the awesome feedback and for playing!
Thank you, really happy you found the gameplay and presentation sleek! The difficulty spike at the beginning is indeed unintended and the curve should probably be going from easy to hard, not the reverse 😅 I've been toying with the idea of adding a boss fight, but due to how you only attack by crossing and smiting traditional boss fights don't really suit FMN. Do you have any suggestions for what a boss fight could include or its mechanic?
I'm really glad you found the gameplay engaging and the juice satisfying! I was focused on invoking Judgement to feel as cool as possible. For "Q" and pulse weapon I'm realising that it would probably be necessary when waves progress and enemies fill up the arena and you need some kind of crowd control.
To get relics, simply keep purging enemies and you'll find your Revelation meter on the left filling up. Once its 100% you'll find a relic dropped in the arena. It's on me though because you don't really get any SFX that something dropped or that it even exists in the arena, I'll be fixing that post-jam.
Again, thank you for playing!
Wow I checked out Nitrome's Thin Ice for the first time and it really does have similar mechanics! It's really cool to see how entirely different Devs can independently reach similar core gameplay.
Originally, you could actually control movement with WASD but I found it not really necessary, I can definitely add it as alternative keybinds though post jam. I'm really happy you enjoyed the game's vibe, thank you for playing!
Thank you, I'm glad you like the visuals and music and smiting enemies! Can you elaborate on feeling like the movement fights you and you don't feel 100% in control? Is it because of the camera, lag, the teleportation and movement speed or something else entirely? That'd be really helpful feedback, thank you again!
It's probably because player hit feedback is too subtle and it isn't obvious you've lost Grace (the timer) or indications that the timer is near running out, that'll be something I'll be addressing in a post-jam update. I'm glad you had fun though smiting enemies and even getting S-tier, congrats and thank you for playing my game!

