The enemy variety and the boss fight at the end were nice and you only needing to destroy the support beams to complete each stage leads to an interesting choice about whether you want to take down the enemies first or go straight for the beams! I do think that the tanky enemies could have been a bit faster, but besides that I liked it a lot!
Rundevourer
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Yeah... the cell has some finicky collision which for the most part refused to be fixed during development. Pushing it using a wall should usually work as I made sure to test that, but said finicky collision might end up undoing the carried state of the cell by pushing it out of the area where it counts as being carried, causing it to push down on the player, resulting in being unable to move upwards. Sorry about that!
I honestly didn't expect the days to get so tense (that did at least give me a reason to see the fail screen, which I, for some reason I can't fully grasp, like a lot, multiple times). While I did like the game, I noticed while playing that the progress bar when repairing never appeared and that I could sometimes pick objects I dropped back up and sometimes not, though these might be due to performance issues since I played it on a Chromebook.
I really liked the visuals and the puzzles (and also playing as ghosts). It's impressive how much you managed to incorporate while remaining consistent with the art and enjoyability, though one nitpick I have is that there could have been a visual indicator when you're controlling the reflective surfaces and another is the music restarting after each stage.
Love how you have to sacrifice something at the start to be able to move! The visuals match very well with the grim atmosphere you went for. Don't know if it's just with me, but I found parrying to be a bit too easy and that led to me being able to grind to max gems every time just before finishing a room and moving on to the next one and also to the boss not being very tough. By the way, congrats on winning the previous Mini Jam!
I liked this one a lot! The artstyle definitely fits the somewhat somber theme the game has and the same can be said about the music.
However, I did notice that the player character's sprite stands above the roof of the cabin below the starting point when walking over it, but stands below the roof of the one above the starting point. And I also kept wondering if I was somehow able to interact with the machines scattered around the map, as some of them glow while others don't, but wasn't able to. It might be just that I missed something that allows that.
You don't have to apologize for the long comment*, as I really appreciate all advice (especially if it's detailed) given to me! I tried replicating the screen bug, but I seem incapable of doing it as I don't have a mouse and it doesn't seem to work with a touchpad. I will still change the window settings in the update after the rating period. And about the mixels, I thought having different pixel sizes wouldn't be too bad, but I get why that's somewhat of an issue. I actually did compare sprite sizes during development, but only after I had already made the tiles and the player sprite, so I chose to roll with the pixel difference rather than redesign as to not risk running out of time.
P.S. Regarding level 6, try combining some of the things you can do with the spear.
*As you can see, I'm a bit of a long commenter myself!
You're spot on about the assets and sound effects being a bit slapped together, as I did want to make a detailed background to create more cohesion and wanted to spend more time looking for and editing sound effects, yet didn't end up having enough time. And regarding the archers, I think I just got muscle memory for their arrows during development, thus why I didn't notice that they might be too fast. I do plan on updating the game with a few things I didn't get to include due to time constraints, like an ending cutscene, after the rating period so I'll change the speed in that.
Incredibly well done!
https://itch.io/jam/mini-jam-183-calculations/rate/3511614 (P.S. You need java version 17 or higher to play it)


