oh my god this articulated so many of my feelings, this hits WAY too close to home.
and my god do I love dog girl yuri
Alot of these things can be blamed on having 5 days and being alone. Theres no playtesters I had, and with my spaghetti code, me testing the ending scene before changing some unrelated things didnt suffice.
I dont think I will work on the game further as I dont think theres demand for it. If I were to, I would seriously reconsider the balancing of the game.
Amazing artwork, my goodness did the artists go hard on this game.
I found it a good way to dip my toes in the water that is these types of games, as I don't usually play them. I liked the experience, well done for something made in 5 days.
Also, maybe make defensive dice more useful, I found myself only using offensive dice.
Thanks for trying my entry!
All the upgrades are exponential, getting alot of the same upgrade will make that particular stat very high/low.
The rocks aren't randomly generated, I just placed them there manually. In hindsight, generating them procedurally would have been both easier, faster and better in terms of placement.
The UI thing you mentioned is because I was lazy.
I already made all the items and only after decided they were too small, so not wanting to change the size of every single item, I just scaled and positioned the VBoxContainer node that holds all of the scenes. That doesn't work very well if you play a different resolution.
To make it even worse, I used an AnimationPlayer to smoothly interpolate between a negative and positive x axis scale, so I would have to change every keyframe. I designed the game around 1152x648 and did not have time to refactor that entire system.
Thanks for the feedback!
You get a way to beat the game by either dying/winning in enough runs, the default is ~24, based on the playtime slider on the main menu, with a bit of randomization. The easiest way is to just die a bunch until you get a special card.
For next game jam I will definitely ask some friends to playtest the game.
It is possible to get to the cave without going counter clockwise around the mountain (which is probably what you did)
There is a scale hidden behind a rock, you need to get that to be able to get to the cave the "intentional" way, since it allows you to jump slightly higher.
I do want to do more with double jump/dash because it could make a decent game, I like being able to fly around, I might do something with that (pretty rushed and crappy) code.
Thank you for the feedback!
This game is great!
There's not really much to critique here other than the balancing, you can get trough most the game (If day 30 is the end) with just bone scepters, other than that, well polished, I like the art alot, and quite unique, haven't seen alot of these games.
The stock size was quite limiting since the meta is bone scepters and you tend to have alot of weapons, so no space for other items. Was this intentional? If so, pretty creative way to do it.
I enjoyed playing the game, well done!
The game has quite a few bugs (e.g. climbing trough rocks, audio not playing at the right time, sliding off rocks, etc.)
I'm assuming you know about most these things but didn't have time or knowledge to fix them?
No music is sort of unsettling.
I did like the landmine tho, that was a great idea.
Overall buggy game but ok to play.