Thanks for your feedback. There is definitely room for polishing. I believe we will try to get some of the issues patched for a post-jam release
Awesomeisme2
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Thank you for your feedback.
I agree that the bar on the right is a bit tricky as it splits your attention too much. Long term I am not sure if we are going to keep the timer anyway, but if we do, it could be a lot better in the middle or attached to the cursor as a ring indicator.
With the arrangement of cards, it's a bit trickier finding a placement that works for both the vertical and horizontal aspect ratios due to the tiling of the scenes. I will experiment though and see if I can find a better solution.
Thanks!
Thanks so much for your feedback!
I agree the differentiation wasn't there for this release. In the future, we would like to add more cards that differentiate the classes more. We are also adding "class abilities" which activate when they play specific cards.
I would love to add tooltips in the future to help make things more understandable.
Nice idea. Nice visual style and artwork.
In terms of mechanics, I feel like there was no incentive to ever stop shooting as the small ship, so maybe having a form of resource could improve that.
Furthermore, there was little incentive to ever go slowly. Making you be able to crash into asteroids and damage your ship might have helped to mitigate that.
Overall, a solidly implemented little game, that was fun to fly about in.
Thanks for your feedback.
Regarding the UI, I have added a legend to the Itch page to hopefully mitigate some of the issues you were facing. Ideally, this would have been in the game with Toolips, but unfortunately, we ran out of time to implement it.
Animations were also something we had considered, and are planning to add in the future, to increase visual clarity and help associate the cards with the effects better.
Regarding class member restrictions, I do agree that having all the party the same class is frustrating. In the future, there may be more cards to incentivise certain combinations of specific classes. Also, adding weights to the random options may be beneficial, to increase party variety, and minimise the recurrence of the same characters.
Thanks for your detailed feedback.
Thanks for your feedback.
The timing element is definitely divisive. I think if there were more complex cards and more synergy between them, that might be enough to change to a timeless system. Furthermore, the addition of class features, which can affect other characters, would also necessitate more strategy and longer times. I will keep your comment in mind when I release the next version of the game.
Regarding the UI, I have added a legend to the Itch page to hopefully mitigate some of the issues you were facing. Ideally, this would have been in the game with Toolips, but unfortunately, we ran out of time to implement it.
Finally, regarding spamming cards, this wasn't really what I had originally envisioned either, so I am looking to make the game require more thought and strategy in the future (thought, as aforementioned, the timer may have to be changed/removed at that time.
Thanks again for your detailed feedback.
Hi there,
Thanks for your feedback! One of the first things we discussed in our team after creating the first build of the game, was that it could be great in VR, but for now, we are just trying to build the non-VR version, fix bugs, and add mechanics etc...
In terms of the text size, we understand that it has been a problem for many people. We are looking at implementing a system with smaller sticky notes in the world, that you can click on in order to bring them up larger on your screen to read. I think this would help to resolve this problem.
Thanks again for your feedback!
Cool concept with the directional dice, that is very creative, and I haven't seen that done before. Maybe you could add some kind of feature to stop the direction dice from rolling the same value though?
Maybe also in order to make it more strategic and rely less on input randomness, you could sum the values of the number dice rolled, and use that as a movement meter, which can be spent by the player in however much they wanted, instead of relying on getting the exact values you need.







