Thanks! You're right, it's possible to softlock in some places. That is mainly due to the level design in combination with the random nature of the item spawns. I cobbled the map together in the last few minutes, what resulted in this door not having a hole in the wall. :P
Doomed Lord
Creator of
Recent community posts
Hi guys. I found a gamebreaking bug.
When you use the mushrooms POISON it heals the mushroom for some rounds. But SWITCHING to another pizzamon then freezes the game. I guess the heal tries to target the mon that used the skill and cant find it. (Windows Ver. 1.04a started via ItchLauncher)
The heal either needs to "fail" or just target any mon thats currently out.
Hope that helps. Lovely game btw.
Keep it rolling ... the dough i mean :P
Nice feedback I got there. :D
You're right about the island generation. The spawner has a set distance to the player, thus the placement is highly dependent on your position from like 2 islands ago. I wanted to make the spawner recognize the last island leaving its area, resulting in a more reachable distance, + variation of cause.
Originaly i was orienting on an average car for the number of gears (5). 4 just worked nicer with the fingers on the keyboard. 3 probably gives to few options.
The money bit confused me at first, but I guess its more of a genre thing. As far as I know, money can easily be used as points in a racing game. The problem should only appear if you have an spending system in the first place.
Btw sry if I sounded rude. Didn't mean it like that. ;)
I just fixed the weird movement bug.
The browser version is currently the only fixed one, so you can see how the game is supposed to work.
Download versions are still in their original state. I did this to enable you to rate the game accordingly, as it was when the jam time ended.
We are gamers after all and gamers play fair.
Keep it up buds.
Well done. Nice graphics and Audio.
The way you aim is fine by me. The slow approach to dodging is fine if it goes hand in hand with a predictable enemy and level design.
I'd advise detaching the movement from the target point (so you're not dragged behind it).
That way you can dodge easily and keep the cool tank-like aim.
Well ... I don't know what to say.
It was ... surprisingly engaging ... and i'm 100% serious.
At first i was completely weirded out by the stiff and sticky movement, but i gave it like 20 more seconds because the art was just too charming.
I began to adore the movement and now keep on wondering, how a complete and more advanced game with such an unconventional movement mechanic would be.
That was awesome. I love it.
The puzzles were well thought out and some took quite a while to master.
Your main mechanic was clever and worked nicely (btw. thanks for the reset button).
The art style was basic, but that gave it that lovely indie feel.
Music was amazing. I'm a bit sad it didn't loop.
But dude ... that death sound. ^^
Enjoyed this game from start to finish.
you are absolutely right about that. Originally I thought the light mechanic was a simple enough concept to code. Turns out it took like 3 to 4 days to get it right, so I made the "level design" in the last 10 min or so. Quick copying of enemies probably resulted in their wackyness.
Thanks for the feedback.