Hello ! I'll have a look at that bug.
Can you tell me, what could be improved about the tutorial phase in order to make it clearer ?
Thank you for playing :)
Hello ! It's a cute little experience. I noticed you tagged it as adventure but I felt it more like a puzzle.
The mix between planned actions and real time features like avoiding bats was a bit confusing.
For me the only winning condition was to make sure to have enough steps to cross the path and not being stopped in the middle.
Eating a berry provides an additional step but it seems there were placed randomly and resulted in wasting steps in the end so there was no action to think about such as chaining berries to travel a longer distance.
The human moving faster in hard mode has no incidence on difficulty since we can't move during day anyway.
Overall, I feel like you tried to implement different gameplay elements but you did not manage to give them a common direction and create a consistence between them.
I'm curious about your thoughts during your design process :)
Hi ! That's some serious bet to make a multiplayer-only game for a jam. I'd like to try it out but I can't without other players.
If you can, maybe consider adding a few simple bots even if they move randomly or communicate on Discord to schedule a grouped rating with multiple jammers ? Let us know :)
It's lacking a bit of explanation but I figured out I needed to keep clicking in order to change direction before hitting a wall because of the distance traveled by the squid with 1 click.
There's room for improvement but it was quite challenging so I liked it. I low-key suspect you to have a deal with a big mouse manufacturer for making us click so hard :p
Losing your score when you die is a remnant of the original game direction. It was based around slot machines and game addiction. Thus, not being able to quit before losing meant losing it all. I decided to keep it since bills eat up your earnings.
The score is only saved if you quit on purpose before dying. Your highest score is saved in the local storage and you can see it on the title screen :)
Thanks for playing, and thank you for your feedback!
There are, indeed a LOT of pumpkins !! I'm really bad or the game is a bit unbalanced ^^'
First option, fight: I cannot fight and run because the attack area depends on the character's direction so I stay in place, spamming attacks as much as possible but quickly take more damage than I kill ennemies.
Second option, run: I try to avoid pumpkins and keep running without attacking them, quickly a have a whole train of ennemies behind me and they push each others hitboxes so they catch me up and feed me to death.
Third option, run again: but the few enemies coming upfront slow me down and I'm again fed to death.
Fourth option, fight again: I noticed I earn xp when I killed ennemies, so I try to complete the exp bar and see what happens. I take too much damage to get a chance to complete the mission but I see the skill selection, one is to spot scrolls easier (better vew range I guess) and the other is a wider attack area.
I tried each options multiple times but I ran out of ideas.
Genuinely asking, did you manage to finish the game without knowing where the scrolls are in advance ?
Interesting creation, I was confused at first because I did not visit the jam entry page and missed the "Use of the limitation" explanation before playing. I needed a few attempts to see a piano at the edge of the camera and try to reach it. Maybe you should add it to the game page :)
The game could feel really smoother with more responsive movement controls.
I liked the match between the visual atmosphere and the music.
Hey mate, I'll hold you to that! I just published the first update of my game, if you want to hear some 'pshhh' :p
More seriously, you deserved your 1st place in the presentation category. Congrats !
Hi ! There was indeed an untold hard stop at 100 fires. I only wrote it in the description but nothing in the game was warning about it. Since the first submission, I'm working on a heat bar that represents that limit but it will not be a game over anymore. I'll put more details in the upcoming update devlog. Thanks for the feedback !
Thank you for your kind words ! I was, unfortunately, short on time for the 1st due date. but I already implemented some homemade sfx including a "pshhh" for the next version ^^ It will also include a few other major changes so I'm currently balancing the whole thing.
I'd be happy to get your feedback when the upcoming version will be released !
Nice little incremental game, I enjoyed maxing every upgrade ! The progression curve fits the jam format pretty well. Past the last 40k points, I basically just clicked in the middle of the screen repeatedly when lightning strikes could have done it for me. I would have loved a little more automation satisfaction for the ending.
First, good job for participating in this jam ! Second, your game here, has a decent mastery curve and it's fun but playing it in a small browser frame makes it too hard. Fortunately, I noticed the Unity fullscreen button and then I really enjoyed it. Maybe you should consider adding this advice to your game description so it has more chance to really shine.