Haha, what a funny take on the theme! The animation of the player character is great!
It's cool how you managed to make such a variety of levels out of only a few mechanics, very well designed!
Awesome! Very impressive making a procedural puzzle game. I'm interested in how you solved the problem of generating fun and challenging levels, without making them impossible. I think you did very well on that front. The levels were quite varied but still followed a nice difficulty progression.
The graphics are were cool and well designed, and with nice effects. And the soundtrack fit the game very well. It all felt very polished
Hi! Thank you for playing the game! That’s a great question. It is intentional, but the reason is perhaps not explained enough.
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Well designed puzzles and level layout. It was fun to play!
The art was nice! I like the design of the main character, it was very cute and I love the way it was animated. The background art was bit distracting at first. Perhaps if it was a darker shade it would have helped the character and platforms stand out a bit more? I find using less contrast for backgrounds usually work well.
The flight mechanic was fun and I liked exploring the level and figuring out the puzzles.
Lovely! What a sweet little game. I really enjoyed it. I found it a bit sad but also very beautiful.
The art was splendid, I really liked the chunky 3D look and the little animations. I like the lighting and the composition of the scenes, especially the last one with the ceiling fan.
Fun concept and well executed. Perfect length and level of challenge. Very well done!
This was very well made! The story element was engaging and told in a nice way. Cool how deeply you managed to integrate it with the game. The graphics and sound fit super well and had a nice atmosphere to them.
It was very fun to brew the potions, I like the concept of having to follow recipes. At first I didn't understand that you could use the timers at the bottom at the screen XD But as soon as I got it things became much easier.
Hahaha, this was so much fun! :D
I love the concept, the shrimp chef having to avoid being cooked is brilliant. Nice with the little cutscene in the beginning to explain the concept. The music and the graphics are so wonky and fun.
I had a strategy and a very organized approach in the beginning, but it quickly turned into mayhem (as I'm sure was intended). It was very funny when everything started to go wrong.
Amazing! Very fun to play!
The art is fantastic, so stylish and cool. The text effects were top notch.
I loved the recurring characters and the story progression. It caught me by surprise and I really enjoyed it.
The game was balanced, easy to understand and engaging the whole way through. Very well made!
Great game! Easy to understand and fun to play.
The art is fantastic and the atmosphere is great. Very cool and well made animations! The character is so well animated and the crystal hand enemies are amazing XD Both frightening and cute at the same time, haha.
I loved the mysterious feeling to the world and how you told the story through vague messages. I really liked the ending (I won't spoil it here though ;)
Hi DFuxa! I was delighted to see you coming back to finish the game! It was very fun to watch. Well done finishing it in one run. That early sledgehammer was a good find! 😁
I’ve taken notes to keep in mind for future projects. For instance, I realize how annoying it must have been that you had to confirm messages by pressing spacebar all the time. I think I should have reserved that feature for only the most important events, like taking damage.
I very much appreciate you taking the time to revisit the game! It made my day 😊
Thank you Beth! That's very sweet of you! I'm happy you liked the nonviolent nature of the game. Overall I've been happy to see many interesting games about other things than conflict this Ludum Dare.
And thank you for the LD link, I forgot to include it on the page before, but I added now that you've reminded me ;)
Really cool and interesting! The weapons having varying levels of lag was very clever. I ended up favoring the longsword. Having more than 2 turns of lag was too difficult for me :D. With the longer lag it was hard to figure out where you would end up after a few moves. I think being able to see the grid more clearly would have helped? Or the shadow outline you mentioned on the game page.
The monsters spawning while playing fit well with the game. It added an incentive for trying to get to the stairs as fast as possible.
I liked the different level generation algorithms. They felt different and all offered different challenges in terms of navigation.
Also, I loved the messages in the console. My favorites: "WTF is that key" when trying to use vi-keys (hjkl), and "You Died. (trust me, you died bro)" when out of HP.
Thank you for the nice and detailed comment, I really appreciate it! I'm very grateful for the way you've summarized your thoughts while playing. I love your story about reaching the city while being near death. I agree, that would have been a great ending. I wish I could plan something that well XD
Thank you for spotting the spelling error and for the bug reports. I agree with the feedback about sprinting, good point!
Wow, thank you. That's very kind!
I'm happy you liked the system! It was fun building on top of an "engine" that already existed and have more time to focus on gameplay content and ideas.
I checked the .exe and it actually did not work on windows either, it crashed on startup due to a stupid bug. Thanks for letting me know. I've fixed it now and it should work on a steam deck as well. I got it to run on mine using the "Proton Hotfix" compatibility tool. If there's any trouble let me know and I'll make a linux build as well.