Hi, I'm glad that you guys enjoyed our game so much. We're still working on the game. Currently, we have developed 2 new enemies and experimenting with more in-depth farming mechanics.
AbyssalVoid_0
Creator of
Recent community posts
Wow, this sure was an adrenaline rush. This game actually got me to strategize and min max daily progression and final inventory build like some kind of roguelike JRPG, and that was very fun. I think you guys should make the exit door only end the day when the player presses spacebar instead of instantly ending the day cause I accidentally touched the door and instantly lost the game a few times.
Wow, a whole RTS, that's really impressive! The units feel responsive, but they do get stuck here and there because of pathfinding, but nothing game breaking. But the camera does feel very buggy and unresponsive. If you're planning on further refining the game after the jam, I think focusing on improving camera controls is a good idea.
Thanks for playing the game, and I'm glad you enjoyed it. I think us focusing on making a game that we can expand on post-jam instead of focusing on making a game that's full self-contained for the jam does hurt the enjoyment of the jam build a lot. But hopefully our improvement post-jam will alleviate those problems.
Idk why, but the game softlocks when I get to Calli. I couldn't move, nothing happens, I think its supposed to start a cutscene or animation or something? I can press the jump button, and Kiara "jumps" but there's no animation, and she gets pushed back to the ground very quickly. I don't think I did anything in particular to softlock, I just kinda beeline to the end of the level. I tried replaying the game 1 more time, but still got softlocked.
I really like the model of the plushies, they're really cute. I'm not sure what's causing the random lag spikes in the crane games, I'm assuming it has something to do with collision checking and physics calculations, but with so few things on screen at a time, idk how the game could possibly lag that much. The lag actually messes with the game's physics, and I had some stuff just phase right through each other. Kanade's crane was by far the most difficult one, but that's to be expected from her. Overall, it this game was pretty enjoyable.
Thanks for playing the game, and I'm glad you enjoyed it so much. Your analysis of the game's design, how it makes you feel, and your suggestion for moving forward is almost exactly the same as our discussion when designing this game. Feels like you were actually in our chat and reading our messages! We're still working on the game post-jam, and will be expanding the game in this direction.
Wow, I love the art, the cutscenes, the ambience, and the music of this game! The game can be a bit confusing at times though. It's difficult to tell when enemies are attacking, and I feel like my health bar just changes randomly. Sometimes, there seems to be some kind of purple fire sparking around Liz, and my HP increases? The dodge being a teleport is very disorientating. Liz takes a while to accelerate and decelerate, so it always feels like she's walking on ice. Overall, I think you guys have a solid game that can be great with a bit of polishing.
I'm glad you enjoyed the game and story! The game being repetitive is an issue we are well aware of an plan to fix post jam. Dungeon progression is something we already planned from the beginning of development, but had to put on hold due to the jam time constraints. We hope you will play the game once we finish the full version.
Thanks for playing our game, and I'm glad you enjoyed the story! We're planning on keep working on this game post-jam, and are aware of the issues you brought up, so we will working on fixing them. Sorry to hear about the crash, but if you have time, I hope you can play the game again to experience the full story we have in the game.
Thank you for the compliment! The game definitely feels a bit grindy, and we are well aware of that during development. But since we're planning on working on this game even post jam, and turning it into a fuller game experienced, we had to leave in the grind in order to work on other aspects of the game loop for the jam.
Thanks for playing the game, and for the very thoughtful comment. We're definitely planning on continue to work on this game post-jam. In fact, the reason why the game feels repetitive right now is because a lot of the game design was intended for a longer gameplay loop with more variety in activities, but we have not implemented them due to game jam time constraints. Enemy hit effect being a lackluster is also a problem we are well aware of, but couldn't fix in the jam time. We're sorry for the crash, and if you ever have time, we hope you can play the game again and experience the whole story.
Fun game with great visuals and sounds that convey the tone of the game really well. The art is so cute, too! I think that game needs a bit of balancing though. Goldtomos are definitely too powerful, and Grem units are pretty lackluster. Also maybe allow the use of right mouse button to ping instead of middle mouse? My middle mouse is broken so I couldn't use that feature at all.
