Innovative idea! I think the game could have benefited a bit from a faster pace (movement + shooting) but it's a very cool idea to have a decreasing play area in the hour glass :)
Bromeon
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Very cool game, I played for quite a while, but didn't see an end (the black hole)?
When flying fast it's a bit hard to distinguish bomb pickups from asteroids, and there seems to be no way to replenish ammo in space. I also agree with S being slightly unintuitive, but I discovered arrow-down also works. Beautiful art style!
Thanks for the feedback! Fully agree, the strategic depth isn't as much as I'd have liked, but as always I ran out of time :)
One idea I also had is that sacrificed towers would still have some sort of effect, e.g. slow down enemies for a round or lay some mines. That would add the choice of "benefit now" vs. "long-term defense".
Yes, I made a mistake with selecting the game. I thought after submitting my real game, it would update the entry, but I had to still manually delete it.
Anyway, thanks a lot for playing! My actual submission is this one: https://bromeon.itch.io/one-count-down
Cool artstyle and music, but like you said yourself, looping just to repeat levels isn't that creative :)
I'm sure adding more puzzle elements (e.g. first iterations preparing for later ones in more ways) would be a nice addition! Possibly keep the loop count variable, so that early levels can be just 1-2.
Very nice interpretation of the "past self" concept! A bit like Company of Myself, but in a vampire-survivors setting. How I perceived it:
- Standing still while firing brings you quite a bit out of the flow.
- Shooting through enemies is a very nice touch, it allows to tactically line up.
- I'm not sure what happens off screen, but it would be interesting to allow strategies like "spread in all directions and shoot around wild"
- What _is_ a bit a pity is that enemies have different locations every time, so past selves are basically shooting randomly, and how much they hit is mostly luck. Maybe some light guided missiles or so could be added, although that might be too easy?
I like how simple yet cool the concept is. Also lots of potential to be expanded.
The controls weren't very clear; would be good to elaborate them, and maybe allow setting the circle to a given radius, not just "next possible increase". Also, once a red dot spawned right under me, no chance to evade.
Overall cool game!
Nice, reminds me of Company of myself, but with an automatic timer!
Not sure I fully understood the switch between fast/slow player, and also restart didn't seem to work once I needed it, but otherwise well made :)
Very nice interpretation of the theme. Took a bit to find an effective strategy, but seems like holding right always to constantly charge has no disadvantages? The black bull is quite hard and a bit too big of a punishment, otherwise quite fun. Bonus points for being able to catch multiple bulls at once, at the expense of more lasso used!
Also, beautiful art style!
Very nice! Good job on the self-explanatory nature.
Combining jump with jetpack is very satisfying. However, apart from that, the movement is a bit limited in my opinion -- the jump on its own is very weak (no way to economize fuel), the jetpack is not great for downward/horizontal movement, and it can be difficult to escape explosions in a direction other than up.
Minor bug: the game doesn't recognize when achieving the objectives out of order (e.g. buying the blaster before collecting 150 stones). The already-achieved objective then stays locked indefinitely.
Since the ore availability is random, it's possible that in an unlucky strike, one needs a long time (=fuel evaporated) + flies a lot (=fuel spent) + blasts a lot of rocks away (=fuel spent) until ores are found. Sometimes it's barely possible to break-even with the returned ores. Maybe it should be possible to use less efficient ways of movement (or mining), saving fuel, but as mentioned current jump is not that helpful underground. Possibly something like climbing/ropes/ladders/...
All in all, very cool mechanic with a lot of potential! :)
Hey, a really nice adaptation of a factory game! Balancing is quite well done, I was first unsure if I'd manage in time, but with extra production capabilities (only resource cost is time) it was possible.
The art style and color scheme is quite cool. Only negative point: it was a bit cumbersome to toggle between different belts and the removal option, maybe right mouse button could have been used here.
The menu theme is absolutely epic, do you happen to host the soundtrack anywhere else?
Thank you very much for the feedback! Glad you enjoyed and liked the concept!
Yes, there is unfortunately a bug with the respawn, which entered the jam relatively late, so I didn't have time to fix it. I'm considering to release a post-jam version.
It's my first 3D game, but not my first one ever. I've been developing games in the past: www.bromeon.ch/games, but devoted less time to it in the last few years. With Godot, I try to get back to it :)









