Thanks!
Yeah, I do agree on all of your points ^^
I'm currently working on the animation so that, once a card is processed, you know right away what type of resource you gained.
Glad that you like the core concept and the visuals 💛💛💛
"Outer wild BUT with mushroom"
I know at least 3 friends who would buy this game, no question asked ^^
Amazing core loop; the clone concept is so nice, seeing yourself running around is funny and exciting
I did manage to do a triple jump on my previous self while they where themself jumping, i do,n't if it was intended, but damn was soooooooo niceeeee
A really, really good Outer Wild like here, great job!
If you ever remember what game it was, I would be curious to know ^^
So glad that the tutorial on the itch page helped you! I did try to make it as accessible and enjoyable as possible to compensate for the overwhelmingness of the game start.
Sorry for the bugs 🙏 Currently back on the game, and taking those one down ^^
I'm so glad that you like the core concept of the game!
The fact that you still enjoyed it despite the rough start and visual bugs is such a relief for me.
I was so scared to have no one who would give a shot to the game after the first bug, and I could not blame them.
But to stay and find what the game is about does mean the world to me!
And if anyone is reading this, go check their game, we have very similar concept, and they DO have a nice learning curve there ^^
So sorry for the bugs; I might have been a bit overambitious here, so in the end I was not able to test enough..
Whoaaa that's an amazing compliment! Thank you ever so much 💛💛
I think there is potential to do a full game here; I'm going to try a demo from here.
So that's so nice to know that there are players who could be into it ^^
I love as much as I hate those mice ^^
Running around from left to right and right to left is really stressful, and I like how the game puts more gradually on your shoulders; great level design here!
I think i would have liked to know how many room/mission they were in total, because i was always trying the far-far-left and far-far-right buttons to see if i unlocked a new room, since the buttons were still there. But that's no big deal ^^
Congrats on your game!
Love the setup, a war of magicians, that's so epiccccccc !
Very creative proposition!
I think the UI/sprite animation of the enemies did lose me a bit; I wasn't sure if it was me who was attacking them, or them attacking me at some point. However, I really liked the fact that we could see the other towers in the background far away with the little point of view at the top of the tower; it did make the threat more tangible!
Splendid colors! Definitely my kind of ambiance ^^
The art is wonderful, and I can't get enough of those cards; they all look so nice!
Since I saw you were also planning to continue the game after the Jam, I think the game can be improved in the target-hitting feedback. It doesn't feel that satisfying to hit the enemies, since the sfx is a bit "light", and they do not react that much to our bullets; maybe having them fall back a few meters could make us feel the impact more for exemple?
And adding some kind of "alarm, which indicates that the round is almost over (the screen gets red in the corner, or the music could accelerate even more).
Love the variety of cards+enemies by the way!
Congrats on yourA game!
Love the explosion feels when you get your enemies!
I did find it complicated to both shoot and look at your character.
I was mostly aiming and moving randomly without looking where I was going; maybe it could be fun to have bonuses that could appear in the sand so that we have a reason to go in a certain direction and take risks.
Great use of the countdown constraint!
Like others, I felt a bit dizzy at some point with the moving camera ^^'
But it did not stop me from enjoying the game!
I love this concept of preparing your strategy and seeing it unfold in front of your eyes.
It makes it very cinematic!
I'm not sure why there is a 5sec clock between levels, though? I feel like it breaks the rhythm a bit between each one, but that's not that big of a deal ^^
Congrats on your game!
Amazing spin on the countdown constraint!
You built on it in such an interesting way. It was a blast playing it!
I just feel like it's missing a story behind it, not something big or anything, but maybe some kind of Portal vibe?
To give us a purpose to go from one level to another.
But great proposition and perfectly done!
That's so nice to be able to dash and then double jumb mid air, great game feels!
It is tricky to master, though; as a noob on platformers, I guess I could have used some kind of visual preview of the movement we have next (like a straight line for the dash, ect..)
Very creative and in the theme game
Congrats on the team!
Very well-made game! It is easy to navigate, and I especially love the step-by-step learning curve! I dit not do that in my own, and the result is that players who didn't read the tuto in the description were simply lost, so well done for your great no-tuto learning! Very inspiring and a good lesson in game design!
Big fan of the ambiance! The old-tale vibe is very nice, and the music and visuals match so well!
It is true that the manipulation of cards is a bit tricky (I also did a deckbuilder, and at some point in LV2 your cards move away faster than your mouse, so I know the hustle ^^')
But I really like the fighting animation; it made me think of Inscryption ^^
Congrats on your game!
The movements made me dizzy quite fast ^^'
However, the concept of moving with this restricted field of view is very nice, and the animation goes with it too!
Maybe it could be nice to have some kind of compass, to know you can go beyond the dark to find food/enemies ect..
Because otherwise we move without a destination in the hope of finding what we are looking for, but that is also part of the dramaticness of the game, so i would see why it's like this ^^
Very clean and polished experience, well done!
The tutorial was nice, but could have been even more readable and accessible by using ICONS in steps of keywords like segment and all (I say that but the n°1 negative point about my own game is it's lack of tuto so who am i to talk ^^)
And to finish on the readability, more than reading "damage," having an icon as well would feel more intuitive and would help to skim through the power and the one you wish to use
Amazing art, love the sprite animation!