Thanks for the comment and thanks for playing! I took a risk by making a symbols-only tutorial, and seems like it wasn't quite as good as it could have been. But I'll take this as a learning experience, and hopefully my next tutorial will be less confusing!
ArttuHalonen
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Congrats on finishing a game for the jam! It's an interesting idea to have everything either cost or reward time, especially even the shooting. The upgrade system adds interest to the game, but I wasn't quite able to understand the UI (when I had "ticks" and how many, and what the buttons on the bottom of the screen did).
Nice job overall!
Congrats on finishing a game for the jam! Unfortunately I ran into a problem where the first person controller kept rotating to the right on its own. The same thing happened on another Godot FPS game in this jam as well, so it might be on my end, but I can't figure out why it might be happening. I played through it and I wasn't quite able to figure out the teleporting pattern, so I was having a hard time getting close enough to take a shot.
Interesting idea, and really cool that you made the visual assets by yourself during the jam!
I just wanted to come back and say I was thinking about this game all morning, and during my coffee break I came back to play it again! I had a nice run but I made a bad choice of an artifact that really broke my "build" I had going. It would be nice to get to see your current artifacts while you are selecting a new one! Also, the artifact/item selection screen doesn't seem to allow you to change your pick once you have clicked on an artifact or an item.
Thanks for the great and thoughtful feedback! You make a fair point about moving/redistributing the workers, that's something I didn't even end up considering during the jam. In a way I like the idea of the workers "being out hunting" and coming back some number of days later, but I'm not sure if it's actually the best for gameplay purposes.
Thanks for playing! Glad you liked the game!
Thanks for the great feedback! I was a bit worried that my symbols-only tutorial wouldn't be super clear, especially for the drag-and-drop, but I'm glad you stuck it out!
The "physical" dice was also a bit of a risk, since you can never be 100% sure on how Unity physics ends up working.
Glad you liked the game! Thanks for playing!
Nice work! I really liked the small touch how the music became more hectic as the clock was running out. The first level felt perhaps a bit too easy, as I got more extra time from the deliveries than it took me to get between the delivery spot, but the later levels felt more like challenge.
Also in the web build there were some unfortunate large lag spikes early in each level, when jumping for the first time and when collecting a power-up for the first time. Thankfully after that the game ran smooth for the rest of that level.
Cute main character!
Great level of polish and a really tight experience overall!
I felt there was a slight tonal dissonance between the chill and cozy music and the hectic time pressure to make your daily decisions, and I noticed that I really didn't have time to actually properly read through the text on the card and the decision options. I'm not exactly sure whether it's better or not to have the consequences be hidden, versus explicitly showing what will happen with each option, like some games do. It's an interesting design challenge for sure!
Overall great work, everyone!
Thanks for the great feedback! I wanted to see if my symbols-only tutorial would be enough, so I took a bit of a risk by deliberately not using any written language to explain the icons and the gameplay loop. It's nice to hear that you stuck it out long enough to figure it out, besides the initial learning curve!
Thanks for playing, and thank you for the encouragement!
Thanks for the great feedback! I wanted to see if I could make a game without written language in the UI, so I took a bit of a risk with the symbols-only tutorial. I tried to really improve the user experience of showing what was happening as you progress through the game, but I ran out of time in the jam, so in the end everything isn't quite as clear for the player as I hoped.
Thanks for playing! Glad you liked the game!
Thank you for the great feedback! I wanted to challenge myself to not use any written language in the UI (other than numbers and mathematical symbols), so I took a risk with the tutorial pages and whether they would be understandable for a new player.
I'm really glad to hear you enjoyed the game! Thanks for playing!
Fun little survivorslike! As the others have said, it would be nice to be able to keep shooting by holding the mouse button instead of clicking again every time. Also, the health system doesn't seem to be working.
A nice way to improve the feel of a project (and that's quite easy in Unity) is to change the Unity default font. I personally like to use Google Font, and it's a really simple way to really change how "polished" your game looks.
Congrats on finishing a game for the jam!
I unfortunately can't get the game to start, and the browser console shows the following errors:
"Aborted(Cannot enlarge memory arrays to size 35168256 bytes (OOM). Either (1) compile with -sINITIAL_MEMORY=X with X higher than the current value 17039360, (2) compile with -sALLOW_MEMORY_GROWTH which allows increasing the size at runtime, or (3) if you want malloc to return NULL (0) instead of this abort, compile with -sABORTING_MALLOC=0)"
"Uncaught (in promise) RuntimeError: Aborted(Cannot enlarge memory arrays to size 35168256 bytes (OOM). Either (1) compile with -sINITIAL_MEMORY=X with X higher than the current value 17039360, (2) compile with -sALLOW_MEMORY_GROWTH which allows increasing the size at runtime, or (3) if you want malloc to return NULL (0) instead of this abort, compile with -sABORTING_MALLOC=0)"
The browser console shows "
Uncaught ReferenceError: Engine is not defined <anonymous> https://html-classic.itch.zone/html/18539620/index.html?v=1785084113:116
" from index.html, and the game doesn't seem to be loading, unfortunately.
Congratulations on finishing a game for the jam! The controls were nice and simple, but the NPC hitboxes were quite small, so it was a bit difficult clicking on the people (especially while they were walking). I couldn't quite figure out if the "Business" label on the NPCs actually made a difference, as I was just trying to get everyone seated anywhere as fast as I could.
Awesome game! I really loved this one! High polish, addictive gameplay and satisfying visuals! I especially liked the visual image of the point defense weapons firing arcs in the air. The tech tree looked great and I liked the names of the tech nodes!
Unfortunately the sounds didn't work on my first playthrough. I saw comments about the sounds and had to go back to check...
This could really be a hit! I really recommend you continue with this after the jam! Great job!





