Cool idea! I really liked the dinosaurs!!
cat.astro
Creator of
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Hi, thanks for your precious feedback and sorry for the late reply. It has been a very long start of the week…
Yeah, cheese placement in the wheel was a bit clunky. In hindsight, we could’ve added some visual clue or effect to notify the active wedge. We’ll try to remember this for the next time.
Lastly, it is possible to win with 3/3. I discovered the solution by accident while play testing. Yes we did not plan a map around the solution but did a placeholder map and tested it… since it worked we kept it
Thank you!!
Truthfully, we sometimes feared that the level up UI was too out of sight during the game session since a lot of things happen on the planet. We were also thinking about pausing the game and inviting the player to choose an upgrade, but we decided against it because we feared it would break the player's involvement/concentration and we were running out of time.
Thank you for your feedback!
Yup the game is fast. Really fast. :D We tried to target a gameplay session that was at most 5 minutes not to bore the player. I can give you a few tips though.
Tsunamis recharge faster, but have less range (they only hit a city), and you don't have to stop an ongoing research as soon as you find it.
Many cities have several disasters near them: you can choose the best one depending on the ongoing researches, the availability and your missions.
Rotate the world often as a new research could start in any ("idle") city, and don't forget to upgrade! It'll shorten the disaster cooldown time or increase damage.
Graphics (and VFX in particular) and sound were amazing! I liked the silliness switch that turned satellites into hot dogs and that the parasites attached themselves onto the satellites. The movements felt as though I were in space: I had to dose each action not to stray too far away. However, I think that it fits your game :)
The art style and the animations are amazing. I liked the mechanic. However, I wish I had a way to tune the strength of the throw regardless of the angle. Sometimes, with large objects, the "collected" sfx. I think it might be due to compenetrating shapes.
I think it would be cool if the value of the dropped object influenced the awareness of the dragon. That way, the greedier you are, the higher the chance to wake the dragon is!











