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I'm a little bit of a theology nerd, so the "demiurge" concept caught my eye; then, the first sentence in the game description threw me through a loop! What an inspired combination of gaming mechanics. While I was slightly disappointed to find out that the lore of the game is a bit different than the real world lore of the "demiurge" as an evil, corrupted God/creator, the game is still very intriguing in concept and execution.

The first thing that stuck out to me is how beautiful the game is visually! The rainbow trail following your cursor, the particle effects of the bubbles once popped, and the adorably cozy world-building to contrast against it; I'm shocked that more people aren't remarking on this aspect of the game. The only real downside is that it makes the tiny imperfections stick out a bit more. To be fair, the only thing which was off to me visually was certain UI spacing issues, which are understandable for a quick game jam project.

The one thing which stuck out to me as a negative in terms of gameplay design was the ambiguity of how long the bubble popping sessions were to last. The first time I returned to space to get more essence, I was worried I had missed a prompt telling me to press a certain key to return to the world. Honestly, I couldn't tell you the best fix for this particular point since the idea of a timer or a "bubbles remaining" count don't seem to match the spirit of the game world. Perhaps a colorful bar which you can watch deplete as these rounds carry on? It's hard to say, but something to think about.

That all said, while I did encounter the other bugs others mentioned, I wouldn't characterize this as "pretty buggy" by any means, and you could easily turn the "building things in the sky" bug into a feature. You're the demiurge/God, after all, of course you can put wolves in clouds! One thing I didn't see mentioned which was awkward was the mana count on the top once you reach 1k of a mana resource. The way it displays as "001k" is something I can understand from a developer's perspective, but it's confusing at first as the player (or at least it was for me).

All-in-all, I like this a lot, and it wouldn't take much to fix up what's already here into a great experience. There's plenty potential to build on this further, too, such as incorporating a "prestige" system to create new worlds by sacrificing the currently constructed world (perhaps you could go Biblical with it and implement it as a "great flood" you use to "cleanse" the world, since there's already clear Biblical motifs). Personally, I like that you can't remove what you've already created, since it forces you to be more careful and considerate with your choices.

Great stuff! Hopefully more people praise the parts here that work very well.

Hey, thanks for the remarks, these are really good ideas!


I'm really happy that you picked up the lore - I like to throw in a bit of background story in my games. So a fun fact - a demiurge was originally a good entity (in Platon's view) that is like a god-craftsman/creator being. Then it was skewed towards an evil being that does not care about the world it created (maybe due to Christian views, where the God should take an active participation in the world's/humanity existence).


Anyways - glad you liked it! And the "great flood" idea is awesome!!!