I had the record in the team for a long time with: 
I know it's not the record anymore, so I'll have to go back to it :D
Herve Gengler
Creator of
Recent community posts
Culprit here!
We intended to have more levels between the 3 you played, but didn't have the time at the end to make them at the same level of quality for the set dressing.
So yeah, if it feels like the difficulty ramps up quickly, like if you skipped some levels, it's because it is, sorry about that :D
However, I'd say that I'm happy we put a quite challenging level (the last one) at the end. It gives the game some replayability and allowed me to brag about my perfect score in 1:33 sec :D
For the boost, we picked this option to try to fit the jam's theme, but if we were to continue the work on this game (which we could ^^), we already planned to let the player fix/improve their plane and change the engine behaviour ^^
Thanks for playing and for your super nice comment!
Hey! Thanks for playing and taking the time to post valuable feedback :)
We discussed internally the idea of having a more "complex inventory" where you can at the same time have multiple different resources. We wanted to try to find a different solution and/or balance first. Because it then means you need multiple buttons for the actions or a selection menu (more work) and you loose the tension and tactical choices of games like Overcooked (who was one of our top references).
At the end, I'd still persevere a bit and try to add an option to "throw item you hold" first before trying the complex inventory I think. but I totally agree with you that something needs to be done 🙂. Especially because the 3C aren't good enough currently to support the experience we wanted.
Once gain, thanks for your feedback!
Hey!
Thanks for taking the time to play our game and give us feedback. I agree with everything you mentioned. We wanted to question the idea of a jump button when it's not really needed when you can "fly", so that it'd reduce the scope of the animations to make and use the button for something else. But it's true that we are so used to have a jump in platformer that... it feels strange.
I must admit we spent more time playing with a controller than a keyboard and the layout needs some love.
Glad you enjoyed the art and design 🙂
Hey!
I've just received my physical copy of the game and it looks awesome :)
I have a question that may feel a bit strange, but I'd like to avoid using a Tarot Deck and I don't want to spoil the game and its discovery, so I don't know yet what is precisely needed from the tarot to design a replacement.
Could anyone help with that? :)
Hi Bolt,
Sad to hear you didn't find it fun at all. I'm pretty sure you're coming from a good place, so no harsh feeling. But, let me clarify some stuff:
You may think that the only goal of a game jam is to just do something fun. It's cool if that's your goal, but for us, it is to challenge ourselves, learn and have fun doing it. Most of us build games professionally, as a living and have been participating in Game Jams for years, so don't worry, it's not that "we forgot to make the game fun" and we know what can be called a game (and def our project can 😉).
We had a ton of ideas way easier to execute and that would have been way more fun at the end as a 48-hour jam project. But we didn't find them as original, exciting and challenging to work on.
We knew very well where is the fun in this project and didn't need more time to "think early about it". We still 100% believe in it. What we needed was to start prototyping it, build the systems, iterate on the theme and what it'd bring back to the gameplay. And this is what we did.
We'd have loved to create a tutorial. We're very well aware that the game is really hard to understand without it. But we preferred to spend time on the game itself, until the last minutes, adding some of the systems that were designed and missing (the list is still long).
But thanks for the time you spend testing our game and sharing your thoughts, very much appreciated 🙂
Cheers
Thank you!
I'm glad you like our take on the theme! We were really interested to see if we could make a "reversed city builder/tower defense" work, even if we were a bit afraid of the scope and complexity of this kind of game. And no surprise, we struggled to do everything we wanted and the polish/tutorial are really lacking.
We'll investigate those issues, thanks a lot for taking the time to report them in a very clear way.
Cheers!
Thanks! ^^
Do you remember the resolution you were playing the game? We'll check this line break :o
And you're absolutely right, we put a lot into this game in terms of assets/shaders and the cost is some misjudgement on the colour of the bad guys for example (we wanted to switch to red or a reddish purple but it was too late 😅). There's also def a way to get stuck if you're a bit bullish in the way you dispatch the dismantling drones and because we didn't had time to code a way to get them back.. yeah you get it, it's a sad game over (sorry 🤕).
Also yes volumetric fog is one of the secret. As having great artists 😁
Thanks again for taking the time to give us this feedback!
Hi!
Thanks for your kind words and feedback :)
Could you post a screen of the screen size issue? Is it happening with the downloadable version or the web version? And what is your screen resolution?
Our art team wanted to work on a character and some animation for the Jam so it pushed us to find an interesting way to add it to the game but it's not providing enough feedback right now to justify such a big presence on the screen. We've already some ideas to test to change that and improve the experience and, we hope, address the issues you're mentioning :)
Cheers! :)
Hi Tonyl!
Thanks for your kind words and the feedback :)
We definitely agree with you on the readability issue. We spent most of Sunday trying to improve it but it's not yet there and it's probably the biggest issue we should fix about the experience.
About the dancing character, I'd say that right now I tend to agree with you: they don't "bring enough" to the experience to justify their importance on screen. But I think they could help, in fact, to make combat (and other systems and features) more readable. It's something I want to investigate, thanks for pointing it out.
About the tutorial, I must admit that I'm already quite happy we managed to have a tutorial added to the game as usually, we can only display a huge text blog to explain the game (because of the time constraints). That being said, I also agree that we can do way better. Crypt of the NecroDances was an inspiration for our game (I bought it during the Jam for this reason :D), I'll go back to it to check the tutorial because I forgot what they did (which s probably a good sign xD).
Anyway, once again, huge thanks for the feedback! :)
Hervé.
Hi! Thanks for testing our game and taking the time to give us some feedback :)
I'm just a TINY bit confused about the damage input on the die and how it matters.
Yes, due to an unfortunate visual bug, it's hard to understand the system. But to be honest: even in the last version we uploaded, with this bug fixed, the readability isn't yet great. It's def something I'd like to improve :)
Cheers!
Hi everyone!
We made this game for the GMTK 2022 game jam, but, unfortunately, we completely forgot to "submit it as an entry for the Jam." (Probably due to the lack of sleep and the rush that always happens at the end of a jam.) It's a real bummer, but we're super proud of this game.
We would love for you to try it, and tell us what you think of it! We think that getting feedback is one of the most important aspects of improving as game devs. So we'd greatly appreciate if you could leave a comment and/or a rating on this page. Thanks! <(^_^)>
Hey, thank you! I just tried your game and I tried to give you some feedback about what you could improve!
Back on our game:
Yes, we're a relatively "big team" for a game jam. It's not easy to jam with a bigger team, but if you have good processes, communication and if the team members are experienced, it's quite amazing to see what you can achieve in less than 48 hours!
Our processes are quite classic: start small, aim for a quick First Playable Prototype, start to integrate every kind of asset as soon as possible to mitigate risks, have the design one or two steps ahead of the production and don't be afraid to cut things if they won't make the build better (quality over quantity).
About your feedback, I totally agree and we're already working on some things that would solve the issue with enemies attacking the non-visible part of the train. We'll also add ideas that we cut and that will give more incentive for the player to detach for the train (e.g pick up bonuses).
I like the idea of reducing wagons & enemies HP, however, it's maybe not the direction we'll be taking if we make this a real game, we'll see!
Thanks for your feedback! :)
Congrats on your game, it's a simple idea that you exploited very well.
I liked the fact that the first levels are mini-puzzles based on the core mechanic and that you only start to introduce "level mechanics" later on. Also, the game is easy to read but the neon-portal art direction keeps it interesting.
If you wanted to push it further, after the jam, I'd primarily polish the controls:
I couldn't play without changing my keyboard layout (I have an AZERTY keyboard). Unity handles it now so it's a pretty simple change.
The jump could feel better. I died doing simple jumps because of how heavy the cube is and because there's a lack of feedback on the jump. The cube could squeeze a bit before jumping, ...
The physics starts to break a bit when you hit the level with the "force arrow" pushing you up. I didn't understand at first what was happening.
Anyway, it's a great submission, congrats!
Hey! Thanks for taking the time to try our game and post here!
I totally agree with you. In fact, we even created the 3D asset for the repair kit but we couldn't add it to the game before the deadline. We also got this idea of a Rogulite working to some extent as FTL: you'd collect new wagons and be able to make your own train composition. It's great to see that many people have similar ideas about how we could push this demo further.
Thanks for your feedback Rommat!
Hey! I'm glad you enjoyed our game, thanks for the kind words :)
We had more content that we couldn't add to this build, due to limited time, and additional powerups on train carts were part of it (we have a cool "rocket launcher wagon" 3D model waiting to be added to the game). I had the same idea about "choose your train composition" before the mission starts, so it's great to see other people would enjoy it, thanks! ^^
Thanks! Our artists did an awesome job to make it look so good ^^
And yes, it's still a little hard to hit, mostly because the train is going pretty fast (even if it's not so obvious). So even with fast projectiles and a generous hitbox, it's still too hard to hit, I agree. I'd really love to find a solution and tweak it. If enough people seem to like the demo, I'm sure I could convince some team member to help fix that with me (hu hu).
Cheers










