An original and fun game ! I liked the satisfaction of setting up a nice path for the coin, and seeing them fall when using the TNT.
I was stuck at one point at the end of a level because the exit button didn't show up.
Definitely one of my favorites ! I'm very impressed that you managed to make such a polished, fun and original game in just over a week !!!
We had a similar base idea for our game (drawing the "heist plan"), but we executed it differently, and I really love your take on the theme ! The graphics, sounds, the toy playground, all of this work perfectly together to create a playful atmosphere ! Not only that, but you also manage to create an impressive amount of levels that are well balanced and fun to play !
Not only that, but the fact that you were using Godot for the first time amazes the most. Congratulations, you did really well !
I loved this game ! The art and simple sound effects were really clean, and I like the minimalistic design that emphasizes the key elements of the room.
At first I didn't know how to disable the lasers, so I tried to cheese my way between them, and that's when I realized that it was the intended way.
Remapping the keys did not seem to work for me for some reason ? That wasn't a big problem though.
Really fun game ! We actually had a similar idea with my team during our first brainstorming. This is really well executed, the levels are balanced, graphics and controls are on point ! The fact that you have to regularly move your eyes away from the screen to drink coffee is a nice callenge that fits the theme.
Thank you for this game, I loved it !
Good game ! I almost got all the loot, but I couldn't figure out how to jump over a pit without waking up the dog on the other side. I got 7715 !
- The sound / detection system works well and the visual feedback is makes it easy to understand.
- The graphics and sound design are very pleasing.
- The debuff system is quite fun ! I discovered late in the game that I could cleanse them by going back at the entrance, so I did most of my run with all debuffs on.
I stumbled upon some bugs :
- When having the "confusion" debuff that inverses your controls, the jump direction is not reversed, so it's pretty impossible to jump over pits.
- The music stopped playing after a while.
Overall, very good game !
Thank you for playing the game and leaving a review ! I'm glad you enjoyed it.
You're not the first one to forget to use the journal for level two ! Another player told me they thought it was only for the tutorial, and they didn't open it for the levels one and two. I should have made it clearer that it can contain crucial infos for each level !
For the island sliding up, I took inspiration from The Wind Waker, from what I remember they used a similar system to emulate the feeling of islands appearing above the horizon.
And yeah for the audio part... I just didn't manage my time well enough. I'll make sure to be more organized for the next one !
The visuals and audio created a really immersive atmosphere. The sounds of the drill hitting the minerals in particular were really satisfying.
The gameplay was fun, although it maybe need a bit of fine-tuning. The speed upgrade in particular seems a bit overtuned, after a few layer my drill was so fast and has so much battery that I just kept digging straight down until reaching the bottom after a few minutes.
Thank you for your game !
I really liked the ambiance, with the brutalist architecture, the sounds of footsteps and the white / gray colors, with the contrast of the campfires.
I walked around for five to ten minutes, before turning on noclip and visibility. I found the procedurally generated environment really well made.
Overall, I think the game is very polished, with very pleasant graphics, audio and general ambiance. The gameplay is a bit limited, but I think this has a lot of potential ! Thank you for the game :)
Thank you for your review and for playing the game !
I don't have much experience on designing puzzles, so it was a bit hard balancing how explicit the clues had to be, without directly telling the solution to the player. My only playtester also said that the second level was a bit too hard, I tried adjusting the hint but it's still a bit tricky.
Taking note on the map was definitely a feature I wanted to add since the beginning, but I focused on other aspects of the game and didn't have time to do it at the end. And for the audio part, I kept telling myself I would do it later, only to run out of time at the end. I would say the main issue I faced during this jam is time management ^^ I'll try to improve on that for the next one.