I liked the concept a lot, especially the part you can lose functionality to keep playing. I didn't think the art was bad at all - don't call it a failure. I like how you can unlock "shortcuts" the further down you go, however I do think that choosing which functionality to lose is a bit difficult as all parts seem kind of necessary to continue sometimes. Maybe having more "junk" to eat scattered about could have been beneficial? Softlocking seems pretty common, so having a reset keybind would have been nice (though exiting to the menu is essentially the same thing). Overall I thought you did a nice job
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Thanks for playing and the feedback. Originally I wanted to have map that you could annotate the persisted between runs so you could more easily plan out what abilities you lost. For clarity, soft-locking is when you can’t progress and are basically stuck because you lost the ability to progress, as well as go back, right? I wanted to have a feeling of impending doom, and a conversation with the recycler about being stuck and the feelings of futility but obviously didn’t get any of that in so yeah, it just feels broken. I really should have added a reset when I realized all that wasn’t happening.
I had a lot of ideas that I didn’t get a chance to try at all, like leaving junk at the your final position for the next run, occasionally finding upgraded new limbs. In short, yes, I definitely needed to add some more junk, esp in the absence of the other mechanics. Hopefully I can get a few of these ideas in the coming weeks, thanks for the encouragement!
Ohh leaving junk at the final position and mapping out the run would probably solve the issues I had. The main time I felt the need to reset is when I accidentally fell into the holes below the gantry, so maybe just a way to escape that would be nice (It's still very punishing to lose all the energy getting out)