Great aesthetic. Not my favorite type of roguelike with the timing mechanics, but a lot of fun nonetheless.
ARC Nest Studio
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Each dot is based on distance, but I wouldn't be surprised if my quickly thrown together 3D math was slightly off to where there are ways to bypass that distance check, especially if the camera is moving while drawing. Such is the game jam nature sometimes.
Initially, the circling mechanic could only target 1 ghost dot (each ghost had a dot for each HP, randomly placed on their model), and only allowed ~half the number of dots to draw. This was seen as a bit too challenging giving the hectic pace of the latter few levels in our last minute balancing, so we made it to where the circling can be large and also capture multiple ghosts (and each ghost only has one dot at a specified point on their model).
That said, I definitely don't think we found the perfect balance, but at least making it easier for the average user I think was the right choice for a game jam like this for easier accessibility to play.
I do appreciate the feedback on it.
I generally wasn't a big fan, but I do think there are some things good here. Some of the layouts are clever, the static people/monsters design seemed decent, and some of the lighting (unintentional or not) worked well and added to the creepy vibe.
I didn't think the time loop mechanic particularly made sense here. I also wish there was a bit more interactivity with the world outside of picking things up, such as with the creatures moving. There was at least one room that required a key that didn't have anything in it ("treasury," I think), which felt like it wasted the loop time. The scale of the world felt awkward, especially with the escalator.
A few bugs:
1. It seems the "Workshop" opened on my second time loop, despite getting the key on the first.
2. Textures on doors doesn't seem like it exported properly
We had in mind for better balancing (with better stagnating the ghosts attack and better AI handling), but unfortunately couldn't fine tune as much as we wanted to before the jam ended. The collision issue on the camera was also something we couldn't debug before publishing. Thanks for playing and the feedback!
Not my general type of game I enjoy, but I do like the concept. Having the rotation of the wheel forces you to either wait until you are on the right ability, or attempt without it.
Having the wheel a bit more intractable or present would be helpful, though. Such as instead of just one ability, it were going between 2 and 2 (jump + dash; gravity + speed)
Good job.
My comments largely align with a couple of other people. I enjoyed the game quite a bit. The visual style is clean. I don't mind the autobattling roguelite elements or even the meta-progression. I think it makes for a fun little game.
Definitely struggles with performance after a certain number of turrets, where it was barely running a certain point on even early levels. Losing due to the enemies hitting the sun felt bad, especially at the later levels where you had most of your turrets set up properly to try to succeed. Levels 7-8 need some balancing. It felt like getting there was relatively easy, but then it just requires repeating multiple times to get past them. For initially coming into the game, it would be more clear on your turrets vs asteroids. Having different types of turrets (or turrets that could handle the opposite rotation of where your planet is) would be much appreciated.
Overall, I had a good time with it. Thanks for making it!
A lot of fun ideas in this one. It definitely reminds me of the some classic games. The controls were a bit too much for me, but I also don't think I'm the normal target audience for this type of game (too floaty/too many buttons/etc).
I do think there is a lot of room to expand by utilizing the 3D space more effectively and fine-tuning the controls.
Thanks for the game.
The overall concept was really well executed. The art style was unique, and reminded me a bit of Touch Detective. I appreciated the level of polish for the story, however, it would have been helpful to better explain (or restrict) tools to when they were necessary, even if just for the first clue as a point.
The gameplay was a bit straightforward, with a lot of repeating elements. Adding in some effects that correspond to the room, like some tiles randomly switching places or the screen goes dark, could add some more non-mechanical elements to spice it up.
I did enjoy the ties to the poem, though. It is an interesting concept, and I think it plays well here.
