I agree, clicking on the moving planets is a bit hard, which is why I added the arrow keys. I'm not sure how to make them more clickable since they are moving. For the population, that would depend on the planet's orbit. Was it too close or far away from the star? It might've been at a spot where life grows and dies at the same rate, so it doesn't change much. Or it was just taking a while for things to happen since growth is somewhat based on randomness. Also, I tested it, and I see the crash you mean. No idea what causes that, and I never had that issue in the Unity editor, but I'll keep it in mind. Sorry it messed up your playthrough! And thank you for the feedback :)
Dawn
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This was a fun fight! The attacks made sense and were fun to learn, and I liked that they slowly got harder. I also really liked that hitting the painting did damage to the player as well; it meant that you couldn't just stand there and spam it in between attacks. It'd be fun to see a game expanding on the lore more, and having this be the final boss fight or something. The only thing is that I think the game could use a little more connection to the theme; while hitting the painting also hurts the player, I feel like the other actions don't have much weight behind them. The only weight is that if you don't play well you lose the game, which feels a little generic. But it's still a great fight!
I love this game idea! It's also implemented super well. Every action does have a cost, and it's interesting to see how those resources come into play. Before you go to the shop the first time, however, the player doesn't really know what the resources mean and therefore what to prioritize. That might not be a bad thing though, because I first just prioritized my morals, and then was hit with the tough decision to stick to them or to try to increase certain resources. A fun challenge for players outside of just the main mechanics, and it also makes me wonder how this place would work if it were real...
The game also had cute graphics and a nice balance of humor, I loved it!
"The trolley driver who killed you" was such a nice touch and a perfect twist! If morals weren't guiding players before, I'm sure their revenge kicked in then.
This was fun to play, and the survival aspect felt really well balanced! However, I didn't quite understand what the coyote kobolds were doing. My first round, I just looked over at them and noticed they were all dead. Second round, they came over to me at one point and I killed them all, and then they were no longer a threat. I broke their base, but don't really see what that did. It would be great if they posed more of a threat to the player, or if they were able to keep their population more stable. But it was still fun to play, even if they weren't part of the game at all. I'd love to see where this game goes next!
This is such a fun little game, how was it done in 4 days?? The art is adorable, and everything seems really well polished. I feel that the dialogue at the beginning is a little fast though, and should either be slowed down or wait for user input. I also feel like it doesn't have a super strong connection to the theme...while the pieces of trash you pick do affect your score, many actions like moving around the trash or throwing some out doesn't affect much, and what makes this game so fun seems mostly unrelated to the theme. But it's a lot of fun! I'd love to see it as a game outside of the jam :)
Interesting concept, and I like the sounds and art for the tiles! I also liked the audio cues that let the player know when the door was open, even if it wasn't in sight. However, while this feels like a puzzle game concept, many of the levels were focused less on solving some puzzle and more on just searching aimlessly for the levers or even the door. And with many of them off-screen, there was a lot of time spent searching, and then dying and needing to try again to get a valid path that works. I do like that there are many more tiles than just the ones needed for the puzzle though, it looks more natural, gives the player wiggle room for their movement, and doesn't reveal the solution too easily.
Fun concept! I found the player a little hard to control, but once I got the hang of it, it got pretty fun! I also found the last level to be unclear about what was happening, so I'd already lost my opportunity to get extra hearts by the time I realized what was going on. I would've either made the player not get permanently stuck, or given them more of a grace period through the level design before the fatal moment. A lot of potential for this idea though!
This game was really fun to play! I love the art behind each of the cards, but I found it a bit hard to figure out what each card did through trial and error. It was also a little hard to understand what the symbols on the cards meant when choosing them. As with many TD games though, I was very motivated to try again to beat each level. The towers having a limited amount of ammo before disappearing was a fun and unique touch, but made the levels extra hard (in a good way!). So was getting extra energy from starting the next wave early. I also just personally love the choice to use Beepbox music, it's really good :)
Fun idea to use the player's bones as ammo! Altering the player's movement based on the bones they have left is also great, but I found hopping to be a bit more annoying than crawling, so I actually preferred to have one less bone in that case. I also think it should be possible to pick a bone back up if you fire it and miss; I ran out of bones pretty quickly because of that. I personally don't have a lot of skill with this style of game so I died quickly, but it was still fun to play while I lasted!
Fun game! I enjoyed planning a strategy for each route at the beginning, though it became a bit frustrating when nearly all the tiles became enemy tiles and the only moves I could make cost me. The shop is a fun idea, but a bit overpowered as well; the enemy power quickly made enemies useless, and their attack can even become negative, turning their tiles into good tiles as well. It isn't super hard to turn every tile on the board into something useful, but besides balance the game is really fun!













