Comments

Log in with itch.io to leave a comment.

cool game i love it

(1 edit)

Pretty fun game  , didnt manage to finish it but had the tower to make platforms which bugged me out (got stuck in a created platform)

Really love the graphics though

(+1)

hm, I literally got as far as the last picture shows (right after getting tower and high priest.
sadly no idea how to continue as there is no way to turn the griffon into anything but a card :-/

(+1)

nevermind, the tower does change the griffon. I just didnt realize it.

I also totally feel the urge to find a way up that left wall! >:O

(+1)

due to your invisble wall, I really cant find a way up there! >:O

Hey hey, thanks for the feedback and playing the game! 

I completely agree with griffin not being an obvious tower, I have some ideas to make it goofy / obvious it's a flying platform. I initially tried to keep the form a lot more and it turned out to just have a square body when the others are very dramatic changes. 

Another failing of mine I would say is the level design on that section. 

I need to have a smaller little play area to learn the mechanics of each of the towers individually rather than slap all 3 in the puzzle directly after getting it. Made worse by the griffin haha. 

I might try to do some post release tweaking next week to clean it up, :) 

I did prevent cheese to jumping off the left hand side of the map, but I "think" there is still some possibility of the right hand side after you get the next card and travel back to the start... Maybe, haven't tried hahaha I better patch that too or you can fall off the map! 

Now I feel challenged! :O

(+1)

Love the game. The mechanic is interesting, and I can't get enough of the visual, although there were some problems with tilemaps. The music fits great imo.

What I didn't like, is that there wasn't enough explanation. I didn't know, which enemies I can shoot and which I have to use the shield for. There were too many falls, where you didn't see, where you were going, which made me unsure after I died nearly instantly after landing into the water. I also got stuck, but that is probably my fault.

Thanks for the feedback / playing the game :)

The vertical tearing on the tilemap has been fixed with a post release update, quite an easy fix in unity i just didn't have the time to do it before release (had a long list of implements i wanted to put in haha)


I've updated the following to make it a bit easier:

I made enemies you can't "magician" blue. So slimes and a plant can't be turned into cards.
Redy / orange versions can't be turned into a tower

The Boss is blue, but that's an exception, he requires different card types to completely damage and defeat him

The water drop has been fixed of cheese, they were last minute additions after i threw in the checkpoints. but it's a bit dirty on the first drop, the slimes are now lower in the water and if the player "drops" without keys it should take a while to sink in to take damage.


Hope these changes "help" but we'll see. It's still a long way away from the finished product i envisioned but im happy with the different mechanics

(+1)

Love the mechanic of the tarot cards giving you different abilities. Graphics look nice although the camera did lead to a lot of vertical tearing on the tiles.

Platforming felt good, although a little bit of coyote time on the jumping would help with some of the wider gaps. But otherwise still really fun to run around in and play with.

I didn’t manage to finish but I did enjoy playing what I did get through, great job on this one. Would love to see the mechanic expanded with more cards and abilities there could be a really cool platforming / deck-builder game there.

Thanks for the feedback / playing :)

Unfortunately it looks like it's a quirk with unity. When bringing in tiles, sometimes unity brings in parts of the tile next to it, for a lot of them, it was a empty field resulting in tearing, not a hard fix.
Would be something I clean up in the next iteration.

One of the final cards greatly helps with jumps as it adds some floatiness goodness. The "hope" was to show the maximum normal jump early in the game to give the player a feel of how far they could physically jump on their own prior to having any danger involved. Most big jumps i aimed to have a checkpoint prior to save some frustration.

"originally" the player had 3 lives and it was super unforgiving when you got to the boss and died and had to completely restart the game.

Although when I swapped it, I tried to crank up the difficulty in some locations (last minute so not exactly balanced) to make up for the multiple checkpoints


I had plans / mechanics for a few more cards, but just ran out of time so i tried to polish what i had. Definitely a game i will try and clean up and make a decent demo of in the future

Yeah it can be a pain sometimes, I had similar issues whilst trying to sort out viable resolutions with the pixel-perfect camera. Glad you managed to find a fix for it though.

Updated:
WV mentioned in stream you can patch post release.
The  vertical tearing is fixed, super simple fix.

Was just a sprite atlas in unity (Followed the link below to do it)

)
(+1)

The game was really fun, I loved the visuals and the game mechanics.

I love the card swapping mechanics, and the different abilities it gives you.

The gameplay feels intuitive and feels just nice to play.

Unfortunately I was unable to get past the point after you got the 2 new cards.


Overall I loved the game, expecially for a gamejam game.

Keep up the great work!

Thanks for playing the game and leaving some feedback.

I'll admit I ran low on time so the Tower and Priest cards were rushed in their locations so the puzzle directly after requires the playing knowing each of their mechanics to pass.
I had to throw them in together to prevent soft locking the game but it just came out very rushed and added some complexity.

(+1)

Nice game