Oh I missed that sorry, it is indeed better with the arrow!
MiniWall
Creator of
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Thanks for the kind works and the valuable feedback!
It could be indeed fun to add more multiplayer options like the garlic phone game.
We really need to polish the music a bit more, the volume is not homogeneous everywhere and it is indeed loud for the default value :/
Also if other read this comment, do play this guy game, it's really good!
Probably one of the best game I've rated so far.
It needs to be played more!
The gameplay loop work and is smooth, you allowed two way to control which is a godsend when you can't really do it with wasd !
A small cons I would have is it isn't really clear that the game scale at first, and how you get more gun/power up.
The score add more replayability, my best so far was 10-12k :D
Good jam!
Nice game, it fits nicely with the theme!
the concept itself may justify a commercial game, and I loved the fact that you multiplied the way to play it (arrow, wasd, mouse)!
Overall I would prefer a faster tempo because dying in some level can get quit annoying and the tail sometime get stuck, but overall I had fun!
Good jam!
Nice dududududu !
The music was fun and at least you didn't let that annoying friend of yours prevent you from doing the jam :D
If there is a next time, don't hesitate to join a random team using the jam discord it's also a lot of fun and music artist are well sought out.
At least but not least THANKS GOD you used the keyboard arrow and not that annoying wasd !
Good jam :)
Rogue-like billiard, that's one creative concept!
I liked the various upgrade as well as the global feels of the game, the hit sounds effect and the control worked really well!
I didn't understand how the power scaling of the cue work, it feels like it got stronger as the game progress, and that red planet didn't do much.
I had a lot a fun!
I loved that game, everything was good, the art, the music, it all fit so well.
I especially liked the fact that you got the gameplay loop of a good platformer done so well with various mechanics unlocked along the various level and enough content for a while :)
If I could be a bit annoying and cite a downside, it would be the lack of key rebinding which make it a bit hard to play on non regular keyboard.
Anyways, had fun, good jam!
That was more fun than I expected, loading up and blasting stuff feels good.
I had a slight visual bug when trying to put the gaz (my weapon would rotate all around like it was colliding with it.) but nothing game breaking since it would clip anyways after throwing it.
Good jam :)
Tested on occulus rift with 1060 3g
I love thoses tabletop game concept in VR, and this one is well made!
The complexity of the puzzle aspect unveil little by little and works wonder.
I had some troubles reading the texts and had to put them extremely close to my eyes and wait a bit.
Some button to speed up thoses dumb human would also be helpful.
Nice jam!
Tested occulus rift and 1060 3g
Very good idea, the game seems to be well made when understanding the mechanics.
It is a bit overwhelming at first, especialy when not knowing the spell and trying to aim with them.
I'm curious to look at a gameplay of someone who know what he's doing :D
I'm the proud owner of a 3 highscore!
Tested on occulus rift and 1060 3g
I also agree with the issue you mentionned.
We felt the long area of play was important in early waves so player can get the hang of it, and in latter waves so they have enough time to defeat more monsters.
Still waiting for that first goblin when restarting the game can be frustrating, maybe adding a x2/x5 time speed up button would help solve the issue.
Again, thanks for taking the time to explain further, we, as a team, greatly apreciate it!
Thanks you so much for your valuable feedback, it goes a long way for us!
For now, with the current amount of ennemies/wave and the way the attack on the sword works, it is indeed the best strategy to hid it around the barrel in order to sort of "glitch" the ennemies into them, earning precious seconds when they reach it.
The game difficulty is mostly centered around player teleport and distance grab, which can be quit hard to learn at first, and very challenging if using neither.
Taking into account your feedback, we may implemente some "no teleport" mode, with a more adapted difficulty in futur update, cheer :)