Great fun. Hoping for a full PC release.
Dancovich
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That was a very creative take on both the theme and wildcard. It also controls very well.
I had some issues with the levels being generated, where most of them the explorers were unable to climb and I didn't have to do anything until the flying ones started to pop up. Also if I was at the very edge of the screen, the web version prevents me from aiming as if the mouse leaves the game are the aim gets messed up.
But I know these are the game jam woes and this game is very fun and has potential. Congratulations.
Thanks.
The original idea was more ambitious, but if there's one thing jams teach you is to compromise. My original idea had multiple levels with each level having a number of explorers (kind of like a wave system). Then it became a wave system and then, when the time was running out, it became an endless horde mode. I still intend to go back to it after the jam ends.
What an original take of the puzzle genre!
Loved the whole premisse. The controls were easy and using the first few levels as tutorials felt smooth. The visuals were clear and and beautiful.
Only gripe I had was that the timed traps should be based on turns, not seconds. Seconds seems to not align perfectly with the number of steps, making choosing a timer for timed traps placed far into the dungeon harder than it should. Spikes seems to be on steps (one on one off) and they worked better.
Congratulations on a solid entry.
The game has a nice mixture of gameplay styles. It was challenging choosing the next island based on my resources and if I'm able to overcome the enemies on the nearby island.
It felt a little unfair that enemy projectiles track my current position. I felt like there was little I could do to avoid them.
I liked the idea of daily maps. Some sort of high score or other form of measuring progression would go well with this.
Congratulations.
I've read the description and the game really needed a tutorial. I would even go as far as to add more information to the description since the game itself can't be changed.
One thing that I missed in my first reading of the description was that the team moves 3 tiles. That really messed me up.
As extra feedback, I would've added some way of looking past their current position, like "look north, look southeast, etc" options. Without this, the start of the game is really tough as it's hard to figure out their initial position since often there are multiple tiles that fit their description. Since they don't follow your directions exactly, it's also hard to figure this out even after some turns.
Overall, I loved the idea. It's creative and 100% fits the theme. Visuals are beautiful and audio adds to them to make the experience very immersive.
Congratulations.
Thanks!
Yes, the pattern of the archeologists are easy to spot. The balancing was done at the very end and right away I watched people just figure out a way to cheese them and play until they got bored. Increasing their speed with time and making it more varied would have caught people by surprise and allow the game to be not as cheese-able.
Again, thanks for playing and for your feedback.
What a great experience. The writing was very well done. I managed to do the deed and now I regret that the game ended before I could know more about my companions.
The writing, music and visuals were masterfully done. I just felt I lacked more choices some times but I also understand that's a great ordeal on such a short time.
Congratulations.
Thanks a lot.
I still think I should've made an extra balancing pass, it was too hard right before submitting and then I changed and it became a little too predictable and grindy.
Well, it's as they say. In jams, it's better to lean more to the easy side so people can enjoy your game in the short time they have to dedicate to it.
It immediately reminded me of UN Squadron. The difficulty was tough but not so much to be frustrating. Controls felt nice and it was good upgrading my ship with a bunch of guns. I was caught by surprise when I noticed they have limited ammo and have to recharge. I enjoyed my time very much with this game.
Thanks.
The sounds were taken from a CC0 pack and pitch shifted, but they reminded me so much of Quake that I had to use them.
Yeah, about the difficulty, unfortunately it was WAY harder until right before I submitted, then I did a quick rebalancing pass, because games that are too hard are usually a no no in jams. Moved the pedestals, made explorers slower, decreased the max number of simultaneous explorers and made so this number increases with time (every 30 seconds I add one more, up to 12). Every few seconds a door will try to spawn an explorer but it might fail, so the pattern might seem random but it really isn't as you noticed.
Anyway, plenty of lessons learned. One of the most important one was to learn to compromise, because I came very close to not submitting the game.
Again, thank you for playing.
Thank you. I'm very proud of finishing what is essentially my first 3D jam game.
Yeah I had bigger plans for the jam but had to make compromises. My original idea was 10 levels, each with different layouts and an increasing number of expeditioners to defend from but alas, I'll probably keep working on it after the jam, maybe add different types of expeditioners.
The difficulty was high very close to the deadline (too many explorers and they can keep you from moving) so I lowered it to a reasonable level and missed that you can just camp at a corner treasure.
Got to run the game after the update. What a fantastic entry. The visuals are incredible, it's unbelievable that you did something like this for the jam!
Controls are also snappy. I just had some issues with collisions, where the crow would get stuck in geometry I thought I should be able to just pass through, but it was just some minor stuff and it never kept me from playing the game.
Loved how you followed the theme. An expedition doesn't necessarily means conflict, so the idea of a Pokemon Snap like game where you explore for clues and take pictures of them is just lovely.
Congratulations on a great entry.
Loved the cute model for Godete. I've read your comment that it's basically a prototype and I think you have a nice thing to work on here. The flashlight mechanic worked very well. I can totally see the battery level as a mechanic to manage resources. The a cappella music and sound effects gave me a good laught 🤣. Congratulations.
I just kept smiling from the fantastically performed a cappella sfx and music 🤣.
It reminded me of a strategy game version of Rogue Legacy. I wish there was some "rogue lite" permanent progression elements apart from saving money for the next expedition. Also it would be nice to know what check I failed when I died, so I know if it was just bad luck or I made the wrong call in downgrading a stat that ended up being my downfall.
The names and phrases expeditioners say are top notch.
Congratulations.
What an original take on the minesweeper formula! Now I want this on my PC and I totally see bank tellers around the world playing this while the line gets bigger.
Minor nitpick that didn't influence at all my rating was that I wanted to see what was installed on the PC when I clicked the "start menu" 😉.
One piece of feedback is that it could have more mechanics from minesweeper, like showing numbers (either to indicate the number of discoveries or the number of tiles without a discovery) and placing flags. It doesn't really matter in level 1 but on later levels it gets very tricky.
That's a great concept both for a rage game and a VR game. Accessibility was kind of an issue - on one end I can remap controls but on the other hand I'm basically choosing which of my hands will develop carpel tunnel syndrome as I found myself desperately pressing the buttons trying to grab on those slimy rocks. Maybe a control scheme where I can hold the button and just aim the cursor and it will already grab? Anyway, what a fantastic entry and good luck on the jam, your entry definitely deserves it.


