This was interesting. I kind of wandered around and picked up a lighter and sticks and a flashlight. Found a mine and an observation tower but couldn't seem to interact with anything in either location. That is probably because it is under development still, I am thinking?
iceninexp
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Wow! What a bunch of fun!
Everything looked great and the story/dialogue was fantastic.
I encountered no bugs, just quest lines and dialogue that are currently not available to complete, which is absolutely understandable.
Combat was a little repetitive at times, and if I didn't save (like in the Archive) and lost to the boss spider, it meant some redoing. That was primarily my fault, not saving, and thinking that there would obviously be spiders near the pickups, the pickups that made beating the boss a lot easier. I am not sure if an auto battler would be at all beneficial, and you would lose out on some of the humorous dialogue.
I really, really liked some of the NPC dialogues, it was light and humorous and added to the atmosphere.
Movement sometimes felt a little slow, but that was likely due to me back tracking a whole lot.
Very well polished and enjoyable!
Great job!
The movement I can understand it not being faster. As it is right now I still accidentally moved blocks when I did not mean to. If it was faster, I think that would happen more.
I think if the reset was adjusted to either reset the blocks to their original position if whatever puzzle was not solved, or reset to a "solved" state if the puzzle had been solved, it would prevent some locking scenarios. That might entail multiple reset states, especially if there were multiple puzzles/blocks in a room.
I'll try playing again later :)
There seemed to be too many opportunities to have to restart from the beginning. If I got the first L shape, coming back to the room with the lasers (after the pong room), if I dragged a block accidentally making the laser cross the entire room, I can no longer get to the rest of the room. A reset did not move the blocks back to a "safe" position where the lasers were passable, and the shape was no able to progress as it was behind the laser.
Similar things happened if you had moved blocks with the starting piece.
It is an interesting concept. If I had been able to switch pieces maybe that would have resolved the issue? Also it would have been nice if the movement speed was a little faster.
Interesting!
This is crazy good. I need more brain to get more into it. I don't think I have ever played anything quite like this. Pawns/Wolves going backwards made me pay attention. Controls are a little awkward but kind of fit (the whole backspace to cancel). I do really appreciate the option to turn off the CRT stuff... love the effect but can hard on my eyes. This is awesomely unique, I kind of suck at chess... and I am baffled why there are not a bunch of comments.
Playing the HTML version and I haven't had any performance issues. I think the torch throw/recall mechanic is really well implemented, when it is usually done awkwardly. Everything looks really nicely polished.
I'm in the room which the YouYube trailer indicates is a boss fight, but nothing is getting triggered.
Great looking game and the controls feel fantastic.
Just beat it :) Realllllly great stuff! I was missing a single life crystal and might have had an extra key or 2 at the end. May revisit the last mansion/dungeon to see if I missed something. Maybe other dungeons I missed something.
It was extremely hard difficulty in places, but not so much that I wanted to rage quit... I channeled all my earlier NES experience and persevered.
I understand the limitations of PICO-8 and it is incredible how much was crammed into this game without sacrificing too much QoL stuff.
A map would have been incredibly useful, even a non-detailed overworld map, but you gave that disclaimer to takes notes and make a map here, and gave a partial map and the same suggestion in the booklet.
My only suggestions for improvement would be:
- Make the slimes a little less powerful. They seemed to take a whole lot of damage and keep going. That got brutal in a few areas, especially when the room had spikes.
- Knights not taking damage due to their shield took me way too long to figure out. I thought their hitbox was buggy or something, then I comprehended. I am not sure how that could be improved upon. Maybe a hint from someone, and there might have been one and I did not encounter them.
- When a "secret" is available on a map tile, don't trigger the hint sound if it has already been collected. This was more of cause for confusion in the dungeons with doors that needed specific conditions to open. I would think maybe there was a secret I had missed.
- Allow TNT to do the same damage as the candle does for destructible tiles.
- Increase drop rate of TNT and arrows, maybe even health potions. TNT and arrows, mainly to use as weapons, as opposed to something that triggers a lever or opens up a new area.
- Add a few checkpoints in dungeons. Those spiders/skitters were soooo freaking uncomfortably fast.
And those are all really minor suggestions, and not having them takes absolutely nothing away. This game is a completely fantastic and honest homage to classic adventure gaming. Awesome soundtrack!
Fantastic job, all around. I am grateful today... Today, I have won :)
Thank you so much for developing! I am going to go ahead and buy it just to help support this kind of caliber of great gaming experience.
I obtained the soldier health upgrade, and all Jeep upgrades I can currently access (grenades, multinade, spreader shot, rear gun) unless I am missing something. That Tank blueprint room I cannot seem to beat...just repeatedly hands me a butt kicking :(
I might try again at a future date, as everything looks and feels phenomenal.
Thanks!
I could re-create the issue. You can destroy most of soldiers and barracks without triggering the cutscene, just by staying back. When you trigger the cutscene, the boss health displays/fills up, and if there are only a few enemies left, you can't reduce it to zero.
Unfortunately, I can't beat the stage yet. I think I need to go find some health upgrades, if there are any available.
I made it to the Dirt Village and didn't seem to be able to go anywhere after reaching it.
There were a couple of weird things. When encountering the below character, there does not appear to be a way out besides walking into the spikes. Also there was no indication that doors were really open after hitting them. More of a visual cue would be useful.
A little further along I jumped on these spikes and got stuck on them. I just couldn't move and it was not inflicting any damage. I had to restart the game.
Looks promising! I would prefer a larger field of view as it felt a little cramped, but it does look good. Keep it up :)