Thanks for the review and for trying it out. I recorded small video which shows all the mechanics and basically the way I'm playing my own game (but there is space for the experiments too). Video is on the game's page.
BlindChaosPanda
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Something is missing in the game. At least small additional feature/mechanic and it already would be a decent entry. What about making a real sentences from the letter appearing when you click on the letter? It would make a player to make a choice - keep going or distract himself for a second to read what this letter was about. It would hold also a potential for an easter eggs. I hope I delivered my idea correctly :D
I like to see modern interpretations of old classics. Share your ideas about this game's future additions, because I came to conclusion that I would like to have some Tower Defense mechanics, as we already must defend "something" on the left, so let us (players) have something to do it. What do you think about making it a twist of PvZ? Percy vs Zombies :D
I agree that stress level increases more and more. I think it would be better to make game become harder with a time, not putting a player instantly into the chaos of 5 different roads. Also while I was writing this review the idea of giving the player possibility to create paths/conveyors himself came into my mind - that's would be awesome. Yes, I understand that with such big addition it would take much more development time so keep my idea for a future development (if there will be such). Nice entry!

After collecting Eon character teleported into the wall. Overall I liked the concept and gameplay. Sometimes camera was frustrating because there wasn't spikes/thorns visible under the screen. As I caught a bug and needed to restart whole game - I'm upset that I wasn't able to check all the pals that can be connected to the main character. For future Jams I suggest author to sacrifice the content amount in an advantage of polishing. Yes - level sizes and connection type amount impresses but lack of checkpoints/saves, settings menu (to adjust volume at least) hits same hard as other things impresses. With more polishing it would be 5* from me!
Nice incremental game. The one thing that I spotted - would be great if the angry shops - would be pointed to even when they are outside the screen. I zoomed in and one of the shops spawned outside the screen and I missed it, it stayed here till it filled with 5 parcels and only after I looked at the UI and saw 1/4 angry shops I begun to search for the angry one and was surprised when I zoomed out. I hope I delivered my idea.

All that is currently in the game is well polished. Firstly I enjoyed how easy it was to start and UI was very informative and results of every move felt predictable (what is good). But... game quickly became repetitive and unrewarding. Yeah there is a goal "become best in 30 turns" but in the turn result screens it was hard to tell who is currently ahead of everyone, player needs to remember the numbers of all rivals and compare them with yours what is annoying and frustrating. Easiest fix - make a table view or chart of all companies comparison or what is even better - turn off the 30 turn limit and make end goal - something like "Exclusive transport license" that would cost some amount of money and company that achieves it first - wins. Writing this review and thinking about it - a new cool (IMO) mechanics come to the mind, as: bribe police to stop one of the opponent routes, pay pirates to rob the rivals ship and split the profit with them, buy article in "newspaper" about how bad are the other companies ships for the people transportation, etc, etc, etc. It would bring a risk - reward mechanic as well as a bit of fun and joy about sticking the sticks into the opponents wheels!
In current state - game is very polished and hold huge potential for further developing.
I thought about tetris mechanics - but they were not fitting. There is combos which helps to clear board (or parts of it) and managing them (combos) was meant to be as a part of the players experience. You can check the video in the description of me playing and showing the principles and mechanics of the game and how I prefer to use them in my runs.
Thank you for trying it out.
The more filled board is - the higher are multiplier for the points. So the "oval" combo is a good escape plan to keep somewhere in corner unfinished just in case (that's how I like to play it) and fill board a bit for extra points, something like in the original tetris when most players keeps one empty column and waits for the best moment when to place that "I" piece into it.
As there is no real goal, just pure competition in leaderboard - I decided to not heavily strict player from any combos, let player just embark the flow of the game, clear mind, meditate. I think all of them (combos) are kinda OP in a manner of clearing the board. I recorded a video of me playing and showing all the combos, mechanics and how I prefer to use them when I play.
I as the roguelike player appreciate your work and spent time for this genre. I agree with one of the commentators that this project is a solid base for a solid game. Well done on submitting it!
P.S. is game endless? It felt like I completed 10 floors and then I died after transferring to another floor - bug?
Awesome... 5 stars.
If I would be testing this game I would suggest to try:
1) Add small arrow at the "nose" of the "snake" so it would point to the direction the snake is going so the controls feel more responsive and eyes can react not only on the motion but on the arrow position and rotate snake accordingly to arrow. I hope I could deliver the idea.
2) Slowmotion when upgrades appear on the screen and pick them just pressing Left or Right once to choose the upgrade.
Good:
- Visuals
- Sound
- Concept
Things to work on:
- One of the gold rules of platformer - make it obvious. If ledge/platform is accessible with character jump height/range - make it obvious. Don't make few units higher platform than max jump height.
- Checkpoints. The long level felt frustrating when you fail and begin from the very bottom/beginning. As long as your game doesn't tag itself as rage game - make it comfortable to play and even fail in the game.
I liked the style/aesthetics of the game so much (minimalism style enjoyer here) but embarking process(tutorial) into the mechanics didn't teach me how to play it right. I wouldn't like to say that this game is only for specific player audience/base I just think that tutorial part needed to be re-thinked somehow. Also half of the UI was in Spanish.
At start - I felt that it's gonna be an awesome puzzle game. But at the end I came to conclusion that game was more like run and pray. In my opinion - everything is a random - not a good gamedesign. I don't really know if it's true - but even enemy movement looked very random without any logic. Good concept, cool style lacks testing and reviews from testers before publishing.
Cool concept and mechanics with big potentials. I realized that I can trigger more than 1 "star" with 1 shot but it would be cool if the game would encourage somehow the player to use it or may be even a levels where the shot count is limited needed to exist. Unfortunately as soon as I felt hyped about the game it ended :( Well done on finishing it and submitting in time but I wished for more content. Good luck on future projects!
Nice on completing and submitting your project. Even it's not polished as we all would like - it's complete game and it's playable. There would be more content of course but even with this volume of content - game is not frustrating and I played it till the Victory screen. Good luck with future projects!









