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Cool mechanics, and it's rare to see a grid based game "strategy" game like this in game jams due to how many different systems they require, so I have to commend you for that.

The being said, the game feels incomplete to me. Obviously the big thing is no sounds. On the gameplay side, I did find the mechanics to be creative. One frustration I have is that when you die the game sends you back to main menu and effectively level 1, instead of letting you be able to reset the level, so it took me a long time to be able to beat level 4 (level where there's computers shooting streams of projectiles at you). With the way you implemented the mechanics and try to fit the theme, in practice I found the game is just click repeatedly in front of you at whatever entity is in front of you so you can clear the way to the goal.

Overall, it has a solid base. With some more polish and better levels, I think it could be more fun to play.

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OMG Thank you so much for playing and the thorough feedback! Yep totally agree with you on the sound front, definitely need to get a sound designer on our team!  

Here's a spoiler for how to break the level 4 puzzle: First you need to pick up all the enemy computers that you can reach - that should be 4, and place them down in front of the track the really fast bullets are coming from, this will create a roughly equal stream of projectiles against the fast computer, and then you can just pocket and shoot back at it to defeat it!

Once the player realizes they can pick up enemies that kind of makes the game a bit of a cakewalk haha. We definitely will in the future try add a level selector as it would make some things like this easier to discover!

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Oh I didn't even need to do that. I just picked up one other pc, plopped it down in front of the fast bullet pc, and somehow sorts of like moved in front of it to pocket it before it could kill me then I just went to the goal lol.

Which kinda ties in to what I said earlier about your game, which is that players are clever (not talking about myself of course) and will find totally new different ways to break the game with the mechanics you present to them. So then after you give it to someone, it's up to you to either lean more into those interactions or scale back on them if that's not the direction you want the player to go.