Added a description of the controls, But I need to add a way to remove the info text while on keyboard.
BearNos
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Added keyboard controls to the description, but its still gonna be janky. I need to make for a way to hide the instructions on keyboard, because that's just gonna be annoying. Ideally I'd have a way to adjust the map size, because the web build has a super small map compared to the desktop, only so that the frame rate is good enough that the physics system doesn't break. At low frames the character just falls through.
Got pretty far this time, but the random growth side meant that I was pretty undefended on this last wave. Two tweaks I'd love to see, Plants should increase the player unit cap, and maybe a cost to remove a building so you can reinforce an area. Died with 9k gold, couldn't do much to save myself. Also not sure how I feel about the plants auto using your gold, its only a problem if you are short on gold. A tech tree for upgrades, or even ground patches that give you certain other boosts that could be returned to your base could be a nice way to add depth. I think this is my favorite game of the Jam.
Aright Cyan, I know its you. Great Style. Kinda might have rage quit after getting obliterated by the dart trap. Also the countdown should be a bit more clear on when its gonna kill ya. Or have a monster. The controls are good, though if you told me what they were I'm not sure I'd have said I'd like it.
There's the skeleton of a good game in here. I like the ship art. The dangers aren't particularly clear or dangerous, and the progress runs away too easily. Really feels like the camera just needs to be zoomed out by 4x and have the sequence of jumps be tricky to line up. Nice job with the mid level buying screen
The puzzles very rapidly turned into me just stocastically trying stuff. I think there needs to be a better way to correlate what shell will do what, it's sort of too hard to remember whats going to happen and what is linked to what and will toggle which way. The art is very cute, the fundamental idea is solid and fun, I just didn't feel like I was solving anything, because I didn't have any predictive model I was building and executing on. Maybe I missed something, but a way to hover over the shells to see what will toggle, or a underwater view you can toggle between showing the links could make this more of a logic puzzle and less of a jiggle around the puzzle box until something changes the right way.
Nice little gameplay loop, I like the night section instead of just sleeping. I like the auto targeting, though it would be nice to have the ability to aim by clicking so that you can punch through a wall coming at you. Also seemed weird that the stone arrows seem to do less damage than the wood arrows, I thought the enemies had gotten stronger since I had made them, that didn't feel right. I wish the character had a bit more energy for the day, or even just more strikes against the trees before they fall, the day part is over weirdly fast its sorta jarring. I like the little ghost character.
Other than my obnoxious warning text, which I probably should add a toggle for, you can mostly play with the mouse and keyboard. wasd moves you, the mouse buttons crouch and by releasing you can jump. e,q,z,x map to jump/boost, pause hack, increase fuel hack, swap platonic solid hack. r,t map to lock fuel, switch view
The puzzles are absolutely fantastic. My graph theory is a bit rusty, but I'm convinced the last one is a lie, and that there must be another one in the maze. However the maze is a bit abrasive, just following the classic minecraft spelunking hug one wall technique. Its not that interesting. I do like the fog effect, good eerie feel. Put in some mouse look and maybe a sort of abstract map that parallels the puzzles and this would be great. Seriously the puzzles are fun.