Any ideas about C5? it just seems impossible
Wendrul
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This feels like Tower of god the game, only going down instead of up! Honestly very good bases here, could definitely use a better progression as it feels too grindy at the start, especially for a game jam game (i ended up playing for an hour lol, that says a lot of good about the game too). I think with some more progression, maybe money multipliers to make it exponential or something, and maybe faster to clear floors, you could still keep the 100 floors which i think is pretty cool as a concept. It was very fun to play nonetheless, so great job and thanks for building this!
Btw what engine did you use for this? Or is it something custom?
You're right, we had some ideas to make it more cohesive, as currently they're quite independent, but didn't get the time to integrate it. Ideally the player would have to choose to either prioritize chess or boxing, but that's not that much present in the current version. It was still a cool idea to explore. Thank you for playing and for the feedback!
That was incredible. I will keep playing to get the other ending, but i enjoyed seeing the meltdown and the music going into calm acceptance of the situation. loved the art, loved the writing, loved the minigames, loved the chaos. Everything is to be loved here, You all did such a great job and I'm glad I got to play this one. Probably one of my favorites for this jam <3
Took me a couple runs to get full exposure, but it was very entertaining. The writing was very well done, and there was so much content for a game jam game. The e-girl theme and using the phone and followers was pretty creative and funny. The thirty minutes as a resource is a refreshing mechanic for the theme. Very well done, thank you for this nice puzzle
Very ambitious to attempt a fighting game, but it ended up being decently fun to play! The animations are smooth, the enemy bot is great too, and I was pleasantly surprised to see there are aerial attacks as well as their own animations! It would definitely improve a lot after some good hours of playtesting and balancing, as well as maybe making the bot take the fight to the air a bit more, but having already this much in this short game jam is definitely something to be proud of!
very adorable theme and art. It's like a cooking game but in a kinder garden and i like it a lot. I think some sound cues for all games using timers could really imrpove the experience by a lot, it adds a sense of urgency and reminds the player of the time without them looking at the timer (just my 2 cents as i also didn't manage to add that in my game but wish i did haha).
Proper rage game. The countodwn mechanic actually enhances the experience, forcing to make quick decisions and failing to avoid the often pretty obvious traps. What I noticed is that I ended up developing a fear of empty spaces and was jumping like crazy at the end of levels to avoid any hidden traps. 10/10 would rage again
Honestly beautiful. Just like others, I was not understanding it fully on the first couple of playthroughs, but once you understand the dodge mechanic you're set. The countdown of the blessing was very present and sometimes forcing you to make very interesting decisions between taking damage, wasting one blessing to dodge, or trying to attack hoping you had enough dmg output. Even though I agree with others that the art is the clear strength of this game, the game loop and grind has definitely got some potential. I think some very simple effects like shakes, dmg counters, even just blinking text that pulls the attention of the player to the relevant parts of the screen at the moment of effect, would help the essence of the gameplay that you already have, truly shine (you already have really good sound effects that partially remedy to this problem though, and they're great!)
Couple opinionated takes:
- the three attack types feel more like upgrades than different types, maybe they don't necessarily deserve different slots on the skill bar.
- the last skill feels too expensive or poorly integrated, I ended up beating the game without using it because of this. Also it doesn't combine well with the dodge because of this (skill -> dodge -> only one turn to make a big hit unscathed | total cost 5 blessing)
The rest of the skills feel pretty well balanced overall, and honestly very good ablancing probably requires hours and hours of playtesting, so congrats for managing to do such an entertaining experience in this 90ish hours! Thank you for making this and congrats!
Hey thanks a lot! Honestly for the chess part we just simplified the problem at its core, that's why there's only puzzles. In reality we have no chess engine, just a list of problems with the correct move, so anything else is counted as wrong, and there's nothing stopping you from doing an illegal move. So there's the trick for you ;)
The contrast idea is very interesting, and it makes for a very graphically pleasing environment I'd love to see more of it. Like other said, it was not clear if the attacks were connecting, so it made fighting a bit uncertain, but I think it fits the vibe of the game better, prioritizing the hiding rather than being an overpowered samurai katana zero style. In that direction I would have liked to feel a bit more like the character is weak and incentivize me to avoid fights, rather than feeling uncertain about if I'm doing it right, i think some polish there would elevate the experience a lot. More generally I left wanting to see more of it! Congrats and thanks for making this!
I love another boxing game! It was fairly challenging and the sound + art art on point. I agree that it would have been nice to have more introduction to some of the interactions in particular to dr wormhole in the end. I ended up punching them until I got the victory screen but I'm unsure if I could have gotten away with just dodging. The punch is pretty satisfying
Also love Dr. Wormhole lines
Thanks for making this, and I'm curious to know what the other boxing game you wanted to make is!
Hi, thanks so much for the feedback! We didn't get enough time to add indications or tutorials, but basically if you right click you can discard any card. The idea is to manage your resources knowing that if you run out of cards you loose, or that sometimes keeping the 12 for boxing might cost you a lot of discards on the other cards. Of course for the gameplay loop to be solid it would still need a lot of balancing and play testing that we couldn't do haha, Thanks for playing!
This is so polished and fun, definitely feels like a blown out professional publication! I love the pun in the title, the art, how smooth it feels when the sky moves for every hour you move, the music and sounds are also insane, and o course all tied up with a very clever level design that takes that limit of 12 moves and looks at its every side. I'll definitely come back to it when I'm no longer sleep deprived because this is worth playing to the end (if that's even possible, the description did make me a bit scared about chapter c)
Congrats to all!!
Haha yes, we noticed that just before submitting but forgot about it. As you may have noticed the level design did not get the time, attention nor love it deserved. With some better time management, there are a couple of things we would have liked to work on a bit more.
Thanks for the feedback! It's an honor to have the capybara guys give us some advice!
Those are some really nice ideas. We definitely wanted to add some element of pressure that would force the player to think / act quickly to avoid exploiting the editor mode too much. I like the idea of a lifespan to the platforms placed, maybe make them glitch out to make it coherent with the theme. Our idea was to have some incoming danger like the blue screen that appears in one of the rooms, but generalized to the rest (forcing the player to escape and thus not taking too much time placing 100s of platforms).
Thanks for the ideas and the feedback!
yeah, definitely would have liked to balance the character more, but had to get started with level building before there was no more time. In the end we sticked with a very floaty character with big movements to try and experiment with using the editor mode while in the air in slow-mo. I think many of the ideas given in these comments would help turn this into an actual fun game rather than the experimental state it's in. Thanks for your feedback!





