Very visually impressive and I could tell there was a lot of strategy and synergy this game could potentially have. I just wish the enemies slowly ramped up as the game progressed instead of all just showing up at the end. What I ended up doing was just transforming every single building as soon as the enemies came and then waited until the game ended and I won because there wasn't really much balance. With a little more effort, this could be super fun!
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Omnicronica's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #28 | 4.059 | 4.059 |
| Overall | #30 | 3.961 | 3.961 |
| Enjoyment | #35 | 4.118 | 4.118 |
| Visuals | #45 | 4.471 | 4.471 |
| Gameplay | #69 | 3.882 | 3.882 |
| Theme | #188 | 3.706 | 3.706 |
| Innovation | #297 | 3.529 | 3.529 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Your civilization has the opportunity for a clean-slate start. Everything is primed for perfection. But maybe not everything's perfect...
What code and assets did you not make from scratch during the jam (if any)?
Some minor UI/UX helpers we built a long time ago and use regularly
How many people worked on the game?2






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