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Just played this and I enjoyed it! It's a bit tight and hard to navigate even with the map to be honest, the different wall textures/colors don't help all that much in orienteering until you're a ways into the game and know to recognize them.

I was glad for the no progress loss on death, as enemies are very punishing. The game essentially expects you to wait for them to walk near you so you can spam attack, otherwise if you walk to them they attack way too fast for you to win. Which either option is a bit of a pace-breaker.

Controls feel nice and tight, though I've had a few deaths due to QE being turn, a remap between AD and QE would have been welcome. But I admit that's more of a me issue.

I don't think the speed upgrade really helps much considering the mining speed is already quite fast, but it is funny to just instantly eat away at a wall so this isn't a complaint, just an observation.

That all out of the way, this was competently made! A worthy entry into the jam, you should feel proud :)

(1 edit)

Thanks for the feedback!

I feel a bit sad that the navigation and crystals have been so hard for people to find. I could have made it so much easier by just making a few changes to the game that would only take a minute, but I am not allowed. Like making the sections into islands, or changing the colors of the tiles into a cross that aims for the middle etc.

I know whats causing this enemy feedback thing that people express, but I haven't shared that with you so far. So the thing is the enemies cant attack when they are moving, if they reach a tile they might start to attack or find a way to get close to the player. When an enemy move it places a marker on the next square so no other unit can get there and it starts to move towards it. The player cant move to this square since the enemy has claimed it an he can not hit the enemy before it passes over to the tile, so there is a short time where player has to wait for the enemy to reach that tile which makes a hickup of the attacking. I think the easiest way to solve this is to allow the player to hit the enemy as soon as it attacks the claimed tile, even though it would give the player some more advantage.

The enemy attack not being easy to spot was a thing I tried to solve by adding a sound before the attack happens, but it seems like this sound is not noticed and to vague. So I will change this to have a longer animation for the enemy so the player clearly can se it swing an attack.

The swap of QE is certainly a feature I can add, thought of doing it but never had the time to do it. And as far as other games in the jam, few have.

The speed upgrade may not be super over powered, but I think it helps. From the game play of other players it seems they don't really take use of enough though. It increases the attack speed also so you can use it to smash through enemies as well. I might try some tweaks for it though to see how it feels.

Thanks for all the feedback, it sure helps!