Okay, that's weird, sorry! Just dropped you an email with the Steam key you were missing. Check your inbox (and maybe the spam folder just in case). Happy gaming!
CO5MONAUT
Creator of
Recent community posts
Hello!
If you have purchased a copy of the game, clicking the "Download" button at the top of the screen will open a pop-up window where you can download two versions of the game + soundtrack and request a steam code there as well.
If it's not there, please attach a screenshot, it's very strange, I will then contact someone from site support.
No, sorry, the DLC is sold separately, on itch.io you can buy it as a standalone game.
https://co5monaut.itch.io/death-crown-demonic-menace
Try to download the game on Steam. There, along with the game, you will be installed all the necessary software.
https://store.steampowered.com/app/1532460
Thank you so much for such a detailed review of our little game! It's really nice to get such feedback.
All the problems grow out of the fact that this is a jam game. And also for all of us, this is our first Unreal Engine game. All these things we are already fixing, but according to jam rules, we can't update the game before the results are announced.
Thank you!
Yes, we created this for a jam, but we have some plans to develop this game. We also want to change the controls a little bit, and make the ending more interesting.
Those bugs that you pointed out we will definitely fix, but according to the rules of the jam, we can not update the build before the announcement of the results of the jam :)
One of the few jam games I really wanted to play myself after watching the footage.
The car controls are very fun. The robots get really smart at some point and shoot where you'll be in a second, so I often got shot off right in the air when I had no way to dodge :D
Very cool and atmospheric! I'm sure if you mention Simon Stalenhag on Twitter, he will definitely repost your game :)
Hi!
I understand you very well, I'd like to bring more differences to the game fractions myself. I has a few ideas about that. BUT...
We don't have pile-up interfaces or anything like that where we can show that this warrior does 30% more damage than another warrior, but let's say he does slower. However, the battle itself is quite intense, and the players just don't notice many details. For example, if your warrior will run faster than the other warrior or have less health? If the barracks will produce warriors faster? Will it be noticeable at all?
Can you tell, with the current balance, how much health your buildings have and how much damage your warriors do?
We had a few iterations of the distinctive features for different factions, but they all tripped over the impossibility of expressively showing and explaining it, so as not to overload the game too much. We also experimented with different mechanics for different races, it's like snowball generates too many problems at all levels.
In the end we just came to the conclusion that the game is good in its simplicity. It's a kind of chess where it doesn't matter what color of pieces you have, but it's important to use them properly.
For justice's sake, special landscapes affect factions differently.
In the beginning I thought so, too, so for a long time opposed the idea of Easy Mode. But over time I came to the conclusion that the game is quite hard, not only because of its mechanics, but also because of its visual style, and we also have a pretty random AI, as well as a few hints, which we explain quite superficially (eg, about difficult ways and demolition of their own buildings). Many people play badly in RTS, just because they have never played them. All this has led me to believe that Easy Mode is not shameful and that many people really need it :)