Cool idea, good style!
vandarthul
Creator of
Recent community posts
Thanks for playing and your feedback. All of your feedbacks falls down to the situation where we ran out of time and had to do quickly. I noticed the hidden walls and got myself killed 5 minutes prior to the deadline :D I also agree on the variety part, we wanted to implement some interesting power up mechanics where the enemy befriending becomes more versatile, such as pushing/pulling other enemies when an enemy is befriended or converted enemies also convert other enemies etc. Well, for now; looking for the next game jam to be more organized :)
Interesting idea, although it's too much of a hassle as is to understand/play/enjoy the game. Less text, more interactive elements, shorter and simpler sentences, also addition of some visuals would help. Just my 2 cents because I know how hard it is to pack all of them within 48 so no worries there :). It was very interesting to try to play the game with my elbow though. I like the way you think, keep going!
This was a surprisingly horrorful experience with such vibrant and welcoming art style :D Really like the art style, although there were some visual glitches and hero stuck on some parts of the level, I had fun! Finally, I was able to escape from the hero indefinitely by entering to the room where he came in at the start of the level and falling down indefinitely :) Some notes to improve the game in future:
- While running around as a gobbo is fun, we should be able to do more active things, such as throwing stuff on hero to stun him temporarily or setting up some kind of traps and luring him onto them
- An additional hussle can be placed, such as running around to chests and looting stuff inside so hero can't get them.
- An ability of some sorts to escape from him in sticky situations
- Pacing the stages of the level so we can't go at the bottom of the level and wait for our demise, such as x amount of enemies needs to be killed before this door opens, or you need to collect Y amount of things to open that door.
- Notifying some of our big brothers so they can go and fight with the enemy, so we can strategize the put the enemy in a difficult spot.
Good job and good luck!
The core idea is solid, can definitely be built upon. Great work for a jam! I also had the soft lock thing when tax collectors came but here are my notes for future:
- The frequency of npcs can increase over time?
- There can be npcs sitting in the tavern, talking, or fighting which you need to solve.
- Some npcs can ask you to get some information regarding certain things(you can demand payment)
- Increased variety of quests
- Tavern managing
- Increased variety of npc requests and supply
Good premise, I had fun with my friend. Here are some notes on my side:
- It didn't need to be split screen as levels are fairly simple and small maybe you could've used group composer so 2 players are visible at all times
- Both player and role switching colors are red, it gives wrong idea
- Some levels end too quick(before you could read the level description)
- Projectiles could've pushed the opponent so you prevent them doing something
Overall, we had enjoyed your game, good job!
Really great idea! Although there some things that can be better:
- Ball is so unpredictable, I usually passed levels by luck, I wanted to have more control over the ball.
- Some color work would be better I think, red colored obstacles for example.
- Turning the level like that felt like nausiating a little bit
Definitely worth working more on this game I think, good job!