Oh you phrased it just fine! I just didn't phrase my reply properly :) I got what you meant, thanks for the info! Could be a browser specific thing, I'll have to try it out myself.
Thoof
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Awesome work. First time through I didn't notice the big ? button, so I was a bit confused. Might have been a good idea to pop it up at the start for first time players.
Rerolling the low charge trinkets is a cool solution to the problem of running out of them!
The elemental weaknesses weren't immediately clear even with the tutorial button, as others have pointed out (except for the fire guy, that was pretty obvious :P)
I think the fundamentals are there, just needed a more clear tutorial (and some button prompts, it took me a second to figure out E: interact)
I got a bit confused because I was trying to place the ingot into the smelter from above and that didn't work, and then ended up throwing it into the trash can (whoops!)
The sharpening mechanic popped up pretty suddenly and I wasn't sure what button to press and lost the sword entirely. I liked how you did the anvil minigame though, that one worked much better.
Ooh, thanks for all the ideas (and for playing) putney!
Easier solution could be to have a visual indicator on the bombs themselves to show the blast radius, I should have thought of that!
I found myself putting the spare potions in the same spot myself!
I love the tall grass idea, though in the current game it would get cleared out *very* quickly unless it also grew back
Placeable walls that the enemies attack would be good, right now the enemies are a little too dumb for that! The skeleton's bodies serve a similar purpose.
I actually have a sprite for an ice slime that I ended up not using, it would have left a trail that slows down the enemies.
Cool concept, I can see a lot of ways it could be expanded on!
I feel like the adventurer movement should be a bit less random. Maybe nudge them a bit more in the direction of the treasure? Would be cool to see purchasable traps, maybe an item that lures the adventurers to a point so they can fight each other.
This might be the coziest game I've played from this jam so far :P
I love how you've managed to achieve a progressive increase in difficulty, keeping things interesting, while in practice it's impossible to achieve a fail state (Running out of money). Visuals are great, sound is great.
Also, kind of hilarious that you can serve "coffee" with no ingredients and still gain money
Really polished submission, love it. The mechanics all worked together really well, visuals are super nice and autumn-y.
The nighttime transition was cool the first time but on that last section it caused me some problems since it caused the cannon shots to blend in with the large windmill. That last section was definitely a large spike in difficulty and took me a significant amount of time to get through
On the section after you have to drop all the way down, I spent way too long assuming that the windmill being turned by the wind would eventually bring a platform back down that I could then ride back up to the top
Interesting game. Took me a bit to get into since there was so much information at the start but it started to be enjoyable once I figured most of it out.
There were a couple things I couldn't figure out, like why I couldn't plant certain seeds (I think it was the blueberry bush seed?) and why I didn't seem to ever be getting the cover plant seeds from the wind -- do those only come from pollinating the starting cover plant?