Congratz! Yeah, prism faces aren’t equilateral so that’s why the light gets deflected at different angles :). We plan to make them equilateral for the sake of users though
arctia
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Yeah, going with a selectable slot without keeping the left mouse button pressed seems the way to go. I will try to give the user more precision by letting him inserting an angle manually while maintaining the "old" mouse way with a 1° plus shift.
Thank you very much for the suggestions, stay tuned for the update
Thanks for the feedback! You're right about the controls, that's currently what I'm trying to fix. I'm experimenting with:
- smaller rotation increments (1-2 degrees vs current 2 degrees)
- mouse wheel support for finer control
- holding shift for precision mode
Which approach sounds most appealing, or do you have other ideas?
Glad you liked the game!
There is a little helper text displayed at the beginning of the first level (and it could be triggered again by clicking on the top left "h" button) but a visual helper would be more efficent for showing items and how materials were produced (slimes are the only ones that creates resource by being on the field) . We'll try to be more clear in the next game jams.
Thanks for playing and for the feedback
Slimes are indeed mandatory, we do plan to let split that power across other units in the future.
Have you used objects? 5th level require you to do so if you don't want to rely on stronger monsters. The best and simple strategy is starting by spamming only slimes for a bit to farm resources, then spawn your stronger units and relying on items activation
Liked the atmosphere and the car physic. I do have some suggestion and some reports
- It's easy to get lost, so a minimap would be so cool with the possibility to mark a spot also
- Add some mouse control to zoom out a bit, else when going up a hill all you see is the rover
I think I encountered a bug (?) once I gathered enough crystals I activated an obelisk, then tried to go back to the base with B but all glitched out and freezed.. (I'm on linux if that helps)
Anyway good entry, I liked the slow pace
Glad you liked the UI and the controls, I tried my best at them this time.
We ended up nerfing the heroes at the very last moments of the jam, while the game became a lot easier that ruined the pace of the levels sadly.
We also planned to have secondary skills but time knocked at the door so soon!
We do plan to modify it a bit after the voting period ends to at least to make the game really look like what we had in mind at the very beginning.
Thanks for the constructive feedback and for trying our game, that means a lot already
Nice entry, I really liked the intro cool colors and everything.
Liked the rpg elements and the way you need to play conservative.
hoped the UI was a little more polished though.
Found some bugs that leave past battle on screen, that occurred when 3 slimes in a row engaged me in a fight
good job and hope to see more
Thanks for the feedback and for playing our game! Sadly I had only the last day of the jam to build the levels and nobody could do some playtesting. The fact that placed cards cannot be swapped is intended but yeah with more playtesting I would have changed that for sure. Lesson learned for the next games!
Liked it, although I was kinda confused on inputs, something gain focus and pressing space and mouse got me some weird stuff. I loved the light beam to persist after hitting the wrong spot, and liked the level stars too! Found kinda hard to hit the angle you wished for as already stated but that's not so easy to achieve, unless you have enough time or played with something similar in the past. Great entry! I'll came back for sure if you are going to update the game after the jam end
p.s: even if music can be distracting sometime I would recommend to add a little base to keep players playing to the rhythm :)
thanks for playing and your feedback! I messed it up too with the mouse so I went the keyboard route, and had no time to figure out how to do that properly in the end but yeah even mine need a rework.
At the beginning the non 90* was just to resolve a little bug, but once fixed I've decided to keep it like that anyway since I do not wanted to have issues on some cases that I might come into with some formulae I used, so in the end yeah it was just a trick to avoid potential bugs, since I allowed fixed rotation angles.
The music is a bit repetitive and I agree that's distracting too, but I enjoyed playing that in a loop while I was designing the levels ahah