very soon! \o/
Zitta
Creator of
Recent community posts
Hi everyone! I'm a Unity dev with ~7 years of experience, looking forward to jam with a team!
If your team need help with programming, game design, implementing assets, or just need an extra pair of hands handling Unity stuff, feel free to contact me! (Here or on discord: zitta)
Thingies I worked on:
https://hybridvm.itch.io/holder-of-place
That's unfortunate :( Sorry I don't know a lot about Linux, but can you find the logs on your system? I know for Windows the logs should be in Users/*username*/AppData/LocalLow/LiquefiedFunctionalism/Orbs/
But if not, I'll try to make some debug functionality on the next build. Hopefully that'll help me identify the source of the issue.
I'm super sorry about this bug :(
It's always nice to see a fellow systematic game in this jam. The style is consistent, and the visual and audio quality are good.
Some critique on the design: It seems like once I got a good attack card, I can safely discard/sell the rest, since there isn't a limitation on how often a card can be used. Because of this, finding a new card feels less consequential.
After I find the boss, the game won't let me explore anymore. This feels unintuitive, since I would really want to explore more rooms to get more powerful cards and buy more upgrades to prepare for the bossfight. And because I don't have any control on when to find to boss, it also feels arbitrary. (Although I don't know if the player will always find the boss after a certain number of rooms; if that's the case, it will be nice to have a counter to communicate that)
Some nitpick: Seems like the blood elixir is used for healing, but the text on the card reads "DMG: 9d4". That really throws me off.
But overall great work!
Interesting... Seems like something went wrong when the game tries to read numbers from string keys.
It could be because of regional settings and number formatting. I never knew this is a thing. Maybe we will need a better way to parse string into float then. I will definitely do some research on that for the next build.
Today I learned something new. Thanks a lot for the log!
It's a simple and fun game and I really enjoyed it a lot! For me the most enjoyable part is in the middle when I do not have to wait for platforms to scroll down and also do not have enough time to think carefully. But I do feel like it takes a little bit too long to get there and the scrolling speed quickly become out of hand after that. I think I will definitely enjoy it more if the game start with greater scrolling speed and the scaling is toned down a little bit.
Still, it's a really fun game! I like it a lot.
It's very satisfying to headshot enemy, I enjoyed it a lot. But I do feel like once I miss some of the shots and the enemies begin to get too close the only way to recover is to spam spacebar and forget about landing headshot until enemies are pushed far enough.
Also a target indicator should be nice. Sometimes I do happen to misjudge which enemy is going to be shot next.