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this is a really fun roguelike, i enjoyed it a lot! that intro was so sick. really set the tone of the game well ^^ 

i found the game a bit tough to understand at first. i love the art direction, but i think some more work in that department to make the interface and sprites more immediately intuitive would've gone a long way to help with that issue.  for example, "click on pet" originally had me clicking the gameplay sprite, rather than the ui portrait on the right. there's a similar issue with the various health meters, and your currency (sun) not being immediately clear until you eventually figure it out by playing. it's a pretty simple fix though, and i don't think it affects the game too negatively once you get going :3

once i figured out the mechanics, i really enjoyed the game! the music was of course incredible, and i think the gameplay has a lot of push/pull to it that gives it a very "one more run" feel! one very memorable point for me was when i was fighting one of the bosses, my light ran out mid-fight, since i didn't have any upgrades, and i spent a little while stumbling around with only a small circle of visibility around me. i used the direction of my projectiles to figure out the location of the boss and actually managed to squeeze by in the end! that was a super rewarding feeling for me, and the extra 25 sun only sweetened the deal.

i'm not sure how i feel about the "PLAY" mechanic. the button was a source of confusion for me at first, as its not intuitively explained what the button does until it eventually gets prompted later in the game. once it did, i found the minigame more overwhelming than exciting, especially because it always triggered in very packed rooms, it ended up being too much for my brain to take in and usually i ended up failing the minigame while also sustaining several hits. id consider maybe reworking this part of the game a bit?

the pet simulator aspect is fun, i really like how it forces you to weigh your options between preventing your light from going out for the level, or making it easier to kill enemies so you can gain more currency faster. its a very odd choice to fuse with an action roguelike, but you guys actually pulled it off really well :) i think there's a lot of potential to flesh this out in particular.

you guys did great on this game though! i'll be happily awaiting the full version when it does eventually come out, very impressive work :))

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Thanks for the longer review!! Gave me some real insight ^^  (Feel bad for not leaving a longer review on your game, now. But big truck was such simple fun for my brain XD)

Unfortunately that's the most common complaint XD I can't think of a real way to fix that besides adding a tutorial or controls screen, really.

I'm very glad to hear that! I was expecting this to be a game people just played once and dropped, but watching people play it showed me the opposite. Do you know what exactly about the game made you feel this way? I'd love to develop it further in that direction

In the full version, we're thinking of adding more games and removing the breakout. We're thinking more passive games like simon, or some block blast clone! A mechanic I don't think people used much was the fact that you could play in hostile rooms to fill your pets meter without them having to prompt you to play first. Making it so if you're an expert multitasker you can perserve sun! But that kinda did fall flat, the people who did use it clicked the play button right at the end of the room and filled their pets meter for basically free! So a rework is due, yes


- Goose