Thanks! I think the setting/story is probably the strongest part of the project. Appreciate the review.
Blue Rook Studio
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Thanks for playing and for the well thought-out critique. Unfortunately can't take credit for the art, though I am working on modifying some of the sprites and adding my own as I go. You should check out the artists in the credits if you liked it though-- I agree that they did really great work!
For battles, I'm thinking the ability to target parts (it is a mech game after all) and adding a power management / overheat system.
Thanks again!
The combat definitely needs a lot of work and tuning. I have to admit that I just kitbashed together different sprites from different artists, so I can't take credit for the art. I am working on modifying some of the sprites now more in-depth for a followup.
Thank you for taking the time to play and comment!
I died in a dead forest, a dilapidated city, and of course a worm desert. Which made my eventual extraction with a single rock all the sweeter.
I like that the controls and even view fight you a little. Enemy density seems a little overtuned, but could just be a skill issue on my part.
Bleak in the best possible way!
Impressive for a first project in Godot AND implementing behavior trees in this amount of time. I like autobattler design. There's lots of room to go in different directions from here. Different kinds of mechanical bugs? Base building? It was cool seeing the devlog and your work process. Thanks for sharing!
Thanks! I hope to at least get in some more level, enemy, and upgrade variety after the jam is over.
The thumbnail art is The World card from the Tarot de Marseille. The in-game character art is from https://finalbossblues.itch.io/, https://arex-v.itch.io/ , and https://marinesosa.itch.io/mech-assets. They do good work.
I really liked the concept of puzzles within puzzles introduced by the indigo blocks. I might make those indigo blocks different colors/designs when the puzzle types changed. For example, solving the indigo puzzle makes it totally disappear in one level, but in the next level rearranging the blocks in the indigo level makes them appear that way in the meta-level. Since these indigo blocks function in two different ways, it might be helpful for them to have a different visual design and/or different names.
As other reviewers have said, I really like how you keep building on the basic premise and steadily add new mechanics. Fun game!
It's final then-- I'll put away the shaders for a minute (they weren't cooperating anyway) and add the Clear button now for the post-jam release :) .
As for being more intentionally vague about the mechanics:
I, personally, am 100% in accord with you. I love games that encourage experimentation and emergence! Unfortunately, in the past I've had quite a few comments from frustrated players who really wanted to like the game but just couldn't grok what they were supposed to be doing. So it's a real balancing act, making things that people can enjoy puzzling together and (/or???) making things that people can enjoy picking up and playing. This would be a great topic for a blog post (I'll start after the button maybe).
The idea of some kind of a journal or diary would dovetail in really nicely with a more staggered tutorial where you get introduced to the different pieces gradually level by level It would also be a lot more keeping with the alchemy vibe.
Sorry about the novel of a reply. I truly appreciate comments from thoughtful players (and fellow designers) like yourself!
TaftPunk,
Yes I definitely overshot the scope of this one (it seems to be a theme for me).
All of these suggestions are right on! I'd have to mess around with the orbs a little bit to make it work, but it's definitely doable. And I probably should have just included a "Clear All" button from the get go. The idea of being able to align rotas is intriguing-- I thought about having some kind of "snap" system, but ended up scrapping it as it seemed not free-form enough. After your suggestion I could see how it might be useful, though.
Thanks for the follow and the constructive feedback!
Yeah I tried the download and I think it needs additional files other than just the .exe. For example, when I built the project for windows the target folder contained the unitycrashhandler64.exe, unityplayer.dll, [project name]Data (folder), and MonoBleedingEdge (folder). I then zipped up the target folder and that's what I uploaded to itch. But ugh, I know it's like to work forever on something only to have it crash on release!
Hey there! I tried checking out the web version of the game and got a blank screen. Unfortunately, the unity launcher also didn't work (the error I got mentioned that it needs the unity.dll to be included with it). I know how frustrating these builds can be on a time crunch, so I'm sorry to be the bearer of bad news :( .
Thank you! I tried to explain a bit about the goal on in the help menu, but I totally agree that this game would -greatly- benefit from tutorial levels and/or more clear examples at the beginning. I'll be keeping people in the loop with a blog post here, so if you're inclined feel free to follow or if that's not your thing please do drop on by post-jam for an update. I appreciate the kind words and helpful feedback!
Haha yeah the cat one is an oldie but a goodie-- I really wanted to do more with Sparkles / Remmy but it ended up on the cutting room floor.
(spoilers) :
You've seen most of the endings-- The Ending 1 you described is different from Ending 2 if you choose to become the new Greenmother right away. I think you got all the other ones though. I can see how it might look like they would be the same though. I'll think about if there's a better way to broadcast the difference in outcomes-- it's surprisingly hard to convey some things to the player in IF .
Thanks as always for playing through and for your feedback. It's very much appreciated!
The inventory / item puzzle system was easy to grok, and your prose and atmosphere here are top notch.
I don't want to get into too many spoilers, but I am curious if there is and underlying simulation element to when the creepy events happen, or if they're just added randomly?
Quite fun! I hope you continue working on it!
Glad you enjoyed it! I admit the stories are pretty disparate-- partly because I rushed at the end and partly because this seemed like that kind of person that somehow manages to be both meandering and disjointed at the same time.
[Spoilers Ahead]
There are three endings. One where you admit who you are, one where you wait too long, and another that involves asking about Big Digger at the end and consulting the Sarambulus about the great beyond. Regardless, you didn't miss anything major. I was wondering if that ending actually worked, or if there could have been some way to pack in more resonance by hinting at it earlier.
Thank you for engaging with the story and taking the time to comment!
Not at all a weird comment! I was experimenting (a.k.a. goofing around) and thought it might be another way to disorient readers in regards to what a Sarambulus is. It sounds like it was sort of successful, but I could amp it up a little--I'll put it in my notes for a post-contest update. Thanks again for more helpful feedback!
Great execution on a stealthy Roguelike. Particularly effective use of status / awareness indicators on NPC's. I also dig the unique setting!
Small bug (though you may have already fixed it): When my inventory was full (all nine slots) I couldn't select the ninth item.
Overall a fun experience that changes the roguelike gameplay dynamic by making you avoid / take a lot of time to deal with hostiles.
Developer Shop Talk Incoming:
I was reading up on the Osnowa framework and then realized you are the creator as I was playing through this entry. I'm working on my own ECS engine in C# and had thought I was super clever coming up with component-states for AI when I came across your (extremely smooth) implementation. I'm still a Unity novice, but I got the Osnowa demo up and running and am considering using it for my next project now that I've seen what it can do in such a short time.
Cheers!









