Thank you for playing! Yeah I'd like to continue working on this one, so hearing stuff like this is very motivating!
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Hey so I played a few times with clicking and few times where I enabled an auto-clicker (at 10 clicks per second) and personally I would say I enjoyed the auto-clicker experience more. Yes it's a bit easiER, but I definitely wouldn't call it easy, it really depended on the mutations (which I think is the mark of a good roguelike). When I got the fire and speed upgrades the build felt really powerful, but when I got a combo like ice and shield (with enemies getting a speed boost like fire) I was fighting for my life XD. Now the reason I liked the auto-click more is because in scenarios where I had an underpowered build, I was heavily reliant on the dodge mechanic and maneuvering. The clicking really started to wear me out to the point where I felt I couldn't focus on the movement as much, it was much nicer to just aim the mouse and focus on the enemies so I could try and dodge their attacks, it made the combat feel more engaging. Ultimately this is just my own experience though, if you're still on the fence you could always keep the clicking as the default and then add an option in the settings to turn hold-to-fire on or off
Thank you! I pulled an all-nighter before the jam submission to finish what I could of the battle system, so I appreciate that you enjoyed some of its complexities (makes it feel like it wasn't a waste of time). Next jam I'm in, I'm definitely going to set aside some time to make a comprehensive tutorial, the last few games I've made I keep getting that feedback so I need to start listening XD
I like the idea, and I found figuring out the rules of the game was actually an interesting part of the puzzle for me! One thing, I wish that the hint text just permanently stayed up when mousing over the hint box (instead of disappearing after a few seconds), it made reading the instructions a bit difficult. Also, I think your description mentions this, but since you're just checking for factors, 1 is a factor of everything so you can just hit that to win the game. So maybe a bit more incentive to find some of the difficult factors would be nice (I think you sort of tried to implement that with the bar at the end but I think it could have used a bit more). Anyways definitely very original, and I had a good time with it!
Thank you, the intro was very fun to make! And totally, the battle system and guidance need some extra attention, I might experiment with some tooltips next time rather than just a description window. Thank you for playing and don't put yourself down, your game was great, anyone who manages to get a submission in for one of these jams should feel good!
It's a cool concept, I like the idea of having to let your prey re-populate so as not to let them get wiped-out, and the art was nice looking too! The tank controls threw me off a bit initially, especially when your worm gets up to higher speeds it can be a bit difficult to control. But it wasn't too bad once I got the hang of it. Really solid submission!



