There's an undo, so you should be safe from soft locks! I have never played scoundrel, I was trying to make a logic based variation on desktop dungeon
dwhiffing
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Very nice and simple! I might have made the player a bit smaller and added a slow-mo button to give the player more time to react to jumps as they appear. As it is, it's very hard to react to anything, but definitely a big limitation of making an endless runner in a square. The art all looks great, the music seems well composed, but the instrumentation is harsh on the ears. Nice work overall!
Very nice, calming vibes. I didn't get to the end, but it felt like the primary strategy was to play low cards, remember which ones swapped over to your opponent, then play high versions of those suits. If there is more depth to the mechanics, it might be good to nudge the player towards that, but I enjoyed vibing out and clearing out the first couple of islands.
Nice work overall, very cohesive!
Thanks for playing!
Appreciate the bug report, I'll take a look at that.
For the title animation, yup, handmade! I started with the static version in aesprite, and basically made a manual mask by drawing over the title a little bit each frame on a separate layer, then deleted the parts that weren't under the mask each frame. It came out better than I expected!
Great aesthetic, simple and fun learning and anticipating the different pitch types. The lack of gameplay music helps build tension, and the minimal sound effects help re-enforce hits/misses well. It would be cool to have it start a bit slower, then speed up over time ala warioware, and maybe grant extra lives every N levels. Great work overall!
Cute presentation and nice music! I think the power indicator could be redesigned to make it more readable, right now it takes some trial and error to understand how you do bigger shots. The lack of ball rolling is understandable, but makes gameplay suffer a bit. A trajectory preview would go a long way to helping the player build intuition about how to make their shots. Well done!
Racing game devs unite!
Straightforward and fun! Was a bit worried I wouldn't make it in time, but the party lives on!! Drifting mechanics look good, and aesthetic is solid, though its hard to see what is going on until you're right in front of things. Rendering the arrow as you did is questionable, as its hard to tell what direction its pointing.
Well done!
Very impressive in scope and presentation! That said, I'd have appreciated being able to fast forward dialogs so I can speed read and get to the action faster. Jump sound also feels quiet compared to the rest of the audio. Will have to come back to this one to see everything it has to offer, only got to the first checkpoint so far!
Excellent presentation, everything is readable and feels smooth and responsive. Music/sound all fit the aesthetic and are easy on the ears. The swinging felt a bit twitchy to me, wouldn't have minded everything being a bit slower, but thats definitely up to individual taste. I appreciated that I could skip levels after a few failures, great QOL feature for a jam game so you don't lose players to frustration during shorter play sessions.
Well done!!
Ambitious! I like the presentation and audio, mouse is cute and everything reads well. Unfortunately, it ends up feeling a bit tedious as you have to brute force your way around and memorize the layout. The sound mainly helps you avoid the cat, and there's a very subtle difference in volume/balance of the purr based on your relative position to the cat. I think this concept could work if it leaned away from maze brute forcing and toward pattern recognition/timing. Good job completing your entry!
A little overwhelming at first, but a ton of very cool polish and details! Funnily enough I didn't realize there was a magnifying glass until I finished playing for the first time, but I jumped back in to see how it worked and loved how you did the effect.
Music/sound are awesome, character designs are charming. I'll be honest that I wasn't crazy about the gameplay, it ended up feeling a bit tedious as it is currently presented. I still enjoyed my time with it. Great work!
Thanks! Appreciate the feedback, I'm still finishing things up, just submitted early so I wouldn't be scrambling near the end :D
It's probably been a 20-30 hour effort so far. I've had a lot of fun with the art, trying to get things as readable as possible, glad I succeeded :D
Yeah, if you hit things hard, there's an audio bug right now, will fix that up before the time is up!
Thank you for playing
Thanks CryptRat! Yeah after the first week I definitely started worrying more about making the game look good vs authenticity, I mainly stuck to 3 colors per sprite, but went to 4 a couple times. Smooth scrolling animations, the night time effect and too many sprites are probably the biggest offences, resulting in it feeling a bit more Mario world than Mario 3. I appreciate your kind words
Very cute pilot quest like, I really like the enemy graphics and the shield throwing mechanic. I think you tuned it to play a bit slow, after a 15 minute play session I hadn't found a second mushroom, and only had enough resources for 1 helper, not enough for any upgrades. I think killing the boss wasn't rewarding enough. Nice work overall!









































