Once there are plenty of enemies, this is incredibly fun. Amazing work <3
CookieCherith
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I’ll reply to this comment, but it’s really in response to everyone who’s mentioned this - when you say the attacks aren’t responsive, you’re referring to the delay before they actually attack, right? Would some sound effects and visuals help, to make it clear that the attack is charging, not just randomly delayed? Or would it be better to remove the chargeup time from the humans entirely? The goal was to give the demons a chance to dodge the attack, when you’re playing as them, but that’s already difficult with the charge time, so it might be better to not expect the demons to be dodging and allow them to focus on landing attacks instead. I’d appreciate any feedback on these ideas
Simple, sweet, polished. I had unintended twists and turns. Like finding out I could move! What will they think of next.. Though that was on me for not reading the controls. I especially enjoyed the triple dot player (spread out hitboxes, nothing can hit me >:3) and the shooting enemies (I can dodge their bullets well), but the total score system encouraged me to play with a variety of player/enemy combos. Except the flashing player. I did not like that one, not even total score could get me to play more of it. Overall, really solid game.
For a first jam with no background, it’s impressive that you were able to make as much as you did. You definitely should be proud of what you achieved.
I definitely look forward to seeing future games you create! I understand not having the time for a post-jam update.
On the note of physics, in this case I’d probably let the player pick up the boxes somehow, to sidestep the physics a bit. Don’t feel bad about the physics though, they’re always a mess, I know from experience, especially with Unity.
Again, good job doing everything you did in just a week!
Thank you! It’s good to hear you plan to keep making games. I know all too well the feeling of running up against your own limits when trying to get something done. It can be disheartening, but trying again and seeing your improvements makes it worth it.
One of the most generally applicable pieces of advice I have is to get people to playtest your game, almost as soon as it’s playable. Anyone, sometimes especially the people you wouldn’t think of. Sometimes the best playtesters are the non-gamers that struggle with the game. Try to find time to playtest, it helps with every aspect of development in my experience.
What you describe about how the game needed to be simpler is called Overscoping. You’ll learn to estimate your own skill level with time, but overscoping is kind of a right of passage for game jams, so welcome to the hobby!
Something I’ve seen done before, but not a bad implementation of it.
I did have a bug where sometimes, my previous lives wouldn’t spawn in. The boxes would still move though.
The music constantly restarting was pretty jarring, and the turret was way too loud and grating.
For a week-long jam, this isn’t bad! Could definitely see it being really fun with a bit of polish and some more levels.
The idea is cool (and you were right when you said it’s similar to our submission), but there are definitely a few things that could be improved.
This is a sokoban-style game. It really shouldn’t be using rigidbodies. I can understand wanting to use a built-in system when possible, but doing a small bit of work to make a grid-based system would make the game a whole lot better. The rigidbodies are annoying because they can move only part of a tile over and get stuck on the edges of walls and such.
Buttons should be able to be held down by the player. This one is probably simple to implement, and is very important for any game with buttons like this. Players need to be able to see what an element like this does before they get a box to it.
The blue boxes are way too prone to causing a softlock, and there doesn’t seem to be any way to completely reset a level, meaning you have to restart the whole game if you make a single mistake with them.
The level with the three boxes, three buttons and three doors was where I stopped playing. It seems like it’s physically impossible for me to get a box onto that lower button. That seems like something that would be picked up by playtesting, so definitely see if you can do as much as possible for the next game you work on!
All things considered, this is still really impressive for the amount of time you had. You should be proud of it! The feedback here is for the purpose of improving the game, or for keeping in mind to improve your next game, but that doesn’t mean the game is bad by any means.
While the core mechanic is really cool and well done and the style is overall alright, precision platformer was not the genre for this mechanic. Maybe it could be alleviated a little if the past lives had a bit of a head-start on your current life, so you could move quickly without being completely blind. But the level of precision demanded in a couple sections was bordering on rage game levels, exacerbated by the high jump mechanic being a bit unwieldy. I can understand wanting to minimise the number of controls, but I think control for the high jump could have been improved somehow. The amount of times I died because of it was far too high, even after figuring out I could hold space before I land. The final section was pretty mean. I admit to starting to get frustrated with it.
Really cool game though! To be clear, I finished and enjoyed it. Some tighter controls and maybe easing up the precision a little are my main suggestions.
I ended up getting a higher score when I tried doing a run without any restarts, probably because I was being more careful. Part of that is because your distance resets when you restart. It did feel like I was being discouraged from restarting because of that, especially since you’re already pretty powerful at the start. If you were weaker at the start, then the upgrades would be a lot more impactful and therefore something I’d want to actively take more. The restart upgrades are still a neat idea, and the procedural generation is impressive for a week-long jam. Good job overall!
Like the message at the end says, it’s clear you ran out of time with this one. The idea is neat for a short game like this, though it took me a bit to figure out what was going on. A clever idea overall. Would be cool to see a few more levels and a proper end, but this kind of thing definitely shouldn’t become too long unless you come up with some kind of twist on it.
This game feels really incomplete. The idea of rewinding time could definitely have gone to interesting places, but it didn’t. The inclusion of enemies seemed odd, since everything else suggests it to be a puzzle game. The movement felt a bit off, and the wall jumps launched you way too fast. The background is still the default clear color. Obviously this game was only made in a week, so it’s understandable why all of this would have happened. Remember to focus on your core gameplay before anything else - the enemies weren’t important, so they shouldn’t have been implemented unless you had extra time and a good reason for them to be included. The time spent on that unnecessary addition could have then been redirected to improving the core parts of the game. It’s a skill that you learn with practice and experience. I hope to see the people behind this game make some more and improve over time!
While the idea is alright, the pyhsics were questionable at best and neat game-breaking at worst. If the game is going to rely so heavily on physics that are this iffy, either the pyhsics need to be polished for this usecase, or the game needs to stop relying on physics.
I didn’t complete what I assume is the second last level because the double jumps outright didn’t work - because of the character’s physics, I have to assume. I wasn’t going to go through pushing those boxes around just to try again, so I stopped playing. I usually try to give a game a good chance and stay patient, but I just didn’t believe that trying again would actually get me to the end. A lot of what I was doing already didn’t feel intended, either.
It’s a shame to say I didn’t finish this game. I hope to maybe see a postjam update with a touch more polish now that it’s seem some more play. If there is, I’ll come back and hopefully see the end.
The puzzles were really clever, the main mechanic is on-theme and well-implemented, and most of the design is pretty good! A couple improvements could definitely be made, but I wanted to start with praise, because the game is really good for a week of development! Now, onto some feedback:
Breaking glass with velocity wasn’t properly set up before it was used (maybe a section where you naturally break some as you move between chambers?), I was under the initial impression that I had to use a laser. The part where you have to reset repeatedly to get past a turret’s bullets was more annoying that it had to be, maybe if the bullets were slower or less frequent it would be a bit nicer. I sadly had two crashes while playing - once while playing the web build, and a second one while playing the windows build. The windows one didn’t crash in the usual way - it actually led to a black screen that I couldn’t even get Task Manager open through, so I had to restart my computer. Which is a shame, because it meant I haven’t been able to finish the game yet, and I don’t think I’m going to go through everything again just to run into another crash. Maybe if you figure out why that’s happening and update the game, let me know, because I’d love to see it through to the end!
This is a really clever game! The moment that the file explorer popped up, I knew I’d be in for a good time. It was satisfying to solve each part and piece things together from the different avenues of information we’re provided. If anyone is having a hard time and the hint on the page isn’t enough, something that isn’t stated but is important is that every file needs to be in a subdirectory. I fully expect the dev to get around to making that more clear, but until they do, hopefully this can help a wandering soul that’s a little lost.
Really nice movement mechanics! When I get into the flow, it feels really nice. My main critique is that when you’re running, it really doesn’t feel like you’re going that fast. This issue isn’t present with most of the other movement though, so when I was chaining together moves it felt really fast.
Fantastic game <3 I ended up doing some runs using no weapons, relying on ramming through trees and eventually mountains to get my income, along with scrapping weapons. It was actually a really fun alternative way to play, skirting around the enemies at top speed and really getting to focus on how the buildings combo. The moment I realised I could destroy mountains easily, I felt really powerful. The biggest bug I noticed was that occasionally, the tooltip would only say “Width Expansion” no matter what I hovered over. It fixed itself after a bit of driving around and opening the build menu again, but it was annoying when it happened. I also noticed a few things with the descriptions of modules that would be easy fixes:
- The Engine module appears to have front and rear swapped in its description compared to its actual effect
- The Residential Block says it only effects Power and Engine blocks once it’s level 2 or 3, even though it continues to effect Maintenance blocks like its level 1 description would imply
I’ve never seen the concept of reducing upgrade costs to 0 like this, it’s a really novel and fun concept!
The only thing that confused me briefly was the fact that the Light Framers only upgrade neighbouring buildings, while the other reducing buildings act globally. I thought that the Flux Crystallizers had to be next to the Light Framers for most of my playthrough. Could be useful to highlight “neighbouring” and “all” in the descriptions so it’s more obvious, and probably specify that the Processor applies to all target buildings too.
Really fun little game, the third one I’ve played from this creator so far. I’ve really been enjoying these shorter incremental games that are decidedly not idle games and have a clearly defined ending, it feels like my time is being respected.
I know what you mean about the sound effects, if I add anything more, that'd be first on the list. Thank you for playing! I wanted to catch you live but I'm sadly busy today, I'll be watching the video when I'm able though!
You're right that the game is very much designed to encourage a second, more optimised playthrough. And the other modes (available through the settings) are meant to provide even more options for how to experience repeat playthroughs. I'm glad every time I see that design working <3
Again, thank you for playing, and for taking the time to highlight smaller games and devs!
I think I started losing my mind a bit x3
I was calling the entity "a big hungry boii" by the end. One of his threats felt so needy, "I'm hungry! Hurry up?"
It was a cool little game! I didn't really feel in danger at any point, but I'm also good at stuff like this.
As other people have said, the controls were questionable, but the main issue isn't the controls, but the movement and environment. Getting stuck on random objects, struggling to climb hills, barely being able to get up stairs, none of that has anything to do with the control scheme, but has everything to do with the character controller and how they interact with the world.
Got through all the current levels without spending a life! Really fun platformer, though getting back to the platforming after dying takes a long time. I slipped off of platforms a few times, so the character could be a little tighter controlled, but it wasn't enough to ruin the experience or restrict my platforming abilities.
Thank you for playing! I'm glad you enjoyed.
As for the suggestions:
- Auto building factories would probably be annoying the implement, but being able to quickly plan a bunch using scrolling/shift and ctrl hopefully helps a bit with that
- Hmm. A friend initially suggested something else with time, but later went back on it after saying it would imply the wrong playstyle. I think keeping the days high may have the same issue. Skipping large amounts of time isn't generally a good idea, so adding a setting to enable doing it easier might not be in the game's best interests
I understand where you're coming from with your suggestions, I just don't think they'd quite work out. Thank you for taking the time to give feedback though, even if the ideas aren't implemented, taking the time to understand why they won't be is helpful in its own right.
Oh, nice time by the way!



















