Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I can see the ideas for the game and where it's going, but I think it needs a bit of polishing before it gets to a state that can do its cool concept (reality-hopping) justice

Here are some notes from my playthrough:

- The 'Upgrades' button on the right confused me at first, I expected that to have the contents that the 'Antimatter' tab has. And there is no UI element to close it, so the player has to use Escape -- but some players might get confused/stuck there.

- There doesn't seem to be any upgrades for the manual gathering itself, and it is instantly outclassed by the automations. With as far as I got I only ever saw the 3 basic automation upgrades, not sure if I missed out but more upgrades in general would be nice, like something for the manual gathering to keep it interesting & worthwhile.

-  The screen to purchase automations takes up the full UI and replaces it with a dark gray box that has 3 lines of text -- since there is no reason gameplay-wise to exit the screen (as manual gathering is practically nothing once you get 3-4 upgrades) is the gameplay loop quickly becomes "Look at this gray box and click the words when they become white". If you could integrate the upgrade buttons inside the world/environment, or at least have the box be smaller and semi-transparent, I think this would help a lot

- At one point I clicked the '10000 Upgrades' button (in top right of Upgrades menu) just to check if it did anything; looks like the 3D environment changed but nothing else. And the environment maybe was incomplete or didn't render fully as there is a lot of grey space (where the floor looks like Mars dirt basically). I don't know how to get back, or what the gameplay effects are

- Having all the UI elements be in the very far corners requires a lot of intentional looking around. I actually only have one functioning eye so my irl FOV is pretty limited, and this exaggerated head/eye movement genuinely made my eyes strain after a few minutes haha. I had to resize the window and make it quite small, but then I could barely read the text and had to squint... I would say make all the elements (text, buttons, etc) bigger and bring them closer together. Not in such a way that they are distracting or in the way, but so that the player can keep the environment (the cool visual part) in their FOV while also checking how much Antimatter they've built up, etc.

- I'm not sure if there is a bug somewhere, but I don't understand the progression. I have bought each of the 3 upgrades hundreds of times, I got my Antimatter up to the 8 digits, but I'm not seeing any options to move forward... on a second glance I'm seeing the 'Upgrades' screen seems to indicate that I need 100,000 upgrades (from the Antimatter tab I assume) to prestige once? And maybe that's how I get Relics? But with how the upgrade costs are curving it feels like it would take a millenia to get 100,000 upgrades, so I'm guessing that can't be right and I've missed a system somewhere. I can't figure out how to change back to the original 3d environment (I assume 'universe') so that probably has something to do with it

- Generally I would recommend including a brief tutorial or, at least, explaining a bit more in-depth the controls and flow of the game on your itch page. I see the page mentions that the resource will need to be gathered in each reality and then she can hop again, but I can't figure out how to actually do the hop. By this point I don't even remember what I did earlier to hop the first time, sadly.

- I would really appreciate some SFX or some music; I think "curious researcher hopping between realities" lends itself to some really cool music themes and it would add a lot (at least for me)

I do think that with another 1-2 weeks this game could get to a pretty good state if you worked on some of these things. 

(Also PS,  I normally wouldn't solicit feedback for my game but y'know, as you can see us downloads-only gotta stick together haha.  If you get a chance in the next week please give mine a try and let me know what you think :D)

(Oh and PSS, I see another game from the jam just uploaded a web version yesterday. Since you used Godot you could probably upload a web version as well, that would likely attract a lot more feedback for your game since the rating period still has quite a few days left!)