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(+2)

Heya, I loved the details on your comments! I definitely appreciate you putting in all that effort. I assure you the feedback isn't worthless, because even if I'm working on things similar to what you said, it tells me I'm on the right path. And you nailed a bunch of things correctly as to what I'm working on which is impressive.

For example you guessed that I had enough space for one more module. That was indeed the original plan for the game. But since this was a built for a week-long gamejam, I simply ran out of time implementing weapons.

In general I had been thinking about different ways that things are shrunk (shrink ray, magic, chopping up into pieces, etc) and gravity was one that I want to implement. In particular I was inspired by Gravity Squeeze

which would be similar to your idea of a single-target leech. I hadn't considered a self-upgrade for that though which could be interesting.

Regarding speedrunning, if you know exactly what you're doing you can clear it pretty fast. I'm happy you just find the game pretty chill and relaxing though, and that you and others have managed to squeeze a good amount of gameplay out of it. It definitely motivates me to keep pushing on the full version :)

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Wait, I actually got some stuff right?! wow

Gravity is a much better idea than poison, lol. The gravity squeeze thing would be really cool, and it follows the same idea as the leech thing I made earlier. I hope this game goes well, it's really fun! As you said, you're going in the right direction :D

Also, I'm assuming that the next maps would be called Nanometer and Picometer?

Edit: I just searched it up, the next maps (if you follow the current naming scheme) would be Nanometer, Picometer, Femtometer, Attometer, Zeptometer, Yoctometer, Xonometer, Vecometer, Mecometer, Duecometer, Trecometer, Tetrecometer, Pentecometer, Hexecometer, Heptecometer, Octecometer, Ennecometer, and Icosometer. that's 10^-60 XD

Yep just gotta keep shrinking down to subatomic levels :)

I do have a good amount of bigger, unexpected changes coming as well. In general I like to experiment and push new kinds of game design styles. Maybe it'll turn out well, maybe it won't! But I'd rather take some risks than give you more of the same.