Hey Thrsty, you have a good way of building atmosphere and from what I have seen really like to build a whole world in your games. Super cool and I think you have a nice vision.
It took me a few tries to figure out. With the fog "being over top of" or at least seeming like it was over top of the UI, I did not see the lens and fuel bars my first few attempts and didnt realize why my light was sucking :p. Once I got it figured out I was like "oh this could be a cool fast paced little management game". After going back and playing it quickly now while writing this Im thinking "how tf did I miss that initially?" which I think goes to show 1) how blind players can be 2) how hard it can be to teach properly.
It felt like a good early mobile game in a good way. I remember having a first gen ipad and loving some of the games and the mechanics brought me back to stuff like that.
I did get bugged and stuck in between the wall and the stairs on one attempt and couldnt move.
Viewing post in The Beacon jam comments
I'm glad it gave you that retro-mobile vibe...thats definitely the feel I wanted to emulate. you got me dead to rights on the world building, I almost have to create lore and backstory to then let that guide the actual plot...and I really enjoy that part of game design. I was unsure of the clarity and pacing as I developed it because it's easy to get blinded to that kind of thing. I also left several things in as easy ways to expand in the future, and to make the world feel bigger than it is, because i really enjoyed this project and may revisit it in the future. I'm sorry about the wall/stairs bug, I know exactly where you're talking about and there are invisible colliders to stop it but i guess i missed a spot, lol. Thanks for trying it out though, I hope the story got across well enough, I wanted it to be playable even if you never visit the bookshelf, or only once...but i also wanted to reward players who kept going back and give them enough detail to make it worth their trouble.