I dont usually like these types of games, but this was very smooth and polished game! I absolutely enjoyed it and got the "one more try" mentality that is very important in these types of platformers and games in general. Well done!
Squedo
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I mean that was just absolutely delightful! I think the general atmosphere and aesthetics worked really well together. The gameplay was simple, but the theme made it so much enjoyable that it had right to be. I think it was just short enough that the simple task didn't get too repetitive. And the dog can turn to a bat too! D: Good job! One of the best that I've played in this jam!
That was unique take on the theme as I've yet to face grappling mechanic based game in the jam so far! I think it was well executed as well! I have to second some people in the comments that trying to get the glyphs in right order felt a bit too much a memory game so some help wouldve helped with that. But otherwise it worked well all around! Art was cool as well. Good job!
I think that was the better executions of simple and fun gameplay on the jam! The core mechanic was simple, but the overall atmosphere and thematic of it all made it superb. I also think that the balance was just about right. I tried to cheese it at some point and collect only the firewoods but it didn't work D: Good job!
Impressive how many features you could make in such a short amount of time and I think the level design supported those abilities quite well. I was especially happy see how many optional areas and routes the levels had! Really supported the narrative of being an assassin. Of course there is balancing to be done, but the overall experience was enjoyable as is. Good job!
Thanks for playing it! Awesome that you liked it! I think the idea definitely has a lot of room for additional mechanics and systems to explore. And with so many people playing it (and giving great feedback) I have a better idea how to balance and expand from here, so I'm definitely looking into making it a full release!
That was clever idea! I love the Penusbmic assets and they were well used. All together loved the vibes as well. It could've definitely used a bit more level design, as I just found myself firing with the attacks and somehow made it through many of the levels, but definitely an game that has lot of room to grow which is awesome. I enjoyed playing it! Well done!
Thanks for the feedback! I went to check your comment on the game page and it is a valid comment about the micromanaging! I think the nature of the game is micromanaging inside pressured environment, but it could definitely be tuned down a notch with the coins, or maybe let the player choose how much they want it. Glad you liked it nevertheless :)
Great that it got you hooked! That is the best feedback I think a game can get :) It is also good feedback to hear that someone was able to finish it without any upgrades! Goes to show that these types of games need very careful and thorough playtesting as I've gotten feedback that it felt easy and hard, and now this haha :D Of course just having a single difficulty makes it so that people have more varied experiences.
Awesome to hear that you enjoyed your time with the game! I'm so sorry about the message overlapping with the screen D: I noticed that bug just before I was about to submit and I didn't have time to fix it anymore :') But great that you had good time all the way throught with different aspects of the game. It can be quite exhausting and is a stark contrast to the usual TD experience. Thank you for the feedback!
That is a fair suggestion! The coins could definitely work just with click instead of a drag. The short amount of playtesting I had felt like the player could be offered more decisions in the thick of things, (do you let the coins fly out or do you focus on other things) but I guess the coins could've been tuned down a bit. One thing I shortly tested was that the player would also use the charge to generate coins instead of the current system, but that felt that there was too many things to put the charge into and I could not find a way to balance it enough. That could be very well worth exploring at some point though! Thanks for the feedback :)



