I think the concept is really cool and the main mechanic works well, but it still feels like it's missing something to make it feel complete. That said, for a game jam, great job! The visuals and audio really sell the arcade feel.
Dean
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Thanks for the detailed feedback!
The points about the zoom, spikes, and time-based scoring are all fair, and it's been really interesting to see how different players felt about them. Some of those mechanics were experiments on my end, and the feedback has given me a lot to think about.
As for the theme, my interpretation of "Connections" exists on multiple levels. The Nomad is connected to the world they're trying to save, which is why they journey into the Spire in the first place. Then, throughout the game, the connection between the Nomad and the Spirit becomes the core of both the story and the gameplay. The Spirit provides light and guidance, but cannot reach the top alone. The Nomad can navigate the world, but would be lost without the Spirit.
Their journey is only possible because they rely on each other, which is how I chose to explore the theme.
Thanks again for playing and for taking the time to share your thoughts!
Thank you so much! I'm glad the atmosphere worked for you without turning into a horror game.
The goal was always mystery and adventure rather than jump scares, so I'm happy to hear that came across. And hearing that you enjoyed the spirit's dialogue and sound effects really means a lot.
Thanks for playing and for the kind words - comments like this make all the jam effort worth it!
Thanks for playing and for the thoughtful feedback!
I'm glad you enjoyed the atmosphere, visuals, and the maze mechanics. The comparison to classic point-and-click adventures is a huge compliment.
I think your comments about the spikes and zoom mechanic are fair as well. A few players mentioned that some mechanics can interrupt the exploration-focused mood, and it's been really interesting to see those perspectives after release.
Also, thanks for mentioning the fullscreen issue - that should already be fixed in the latest build.
Appreciate you taking the time to share such detailed feedback!
Thank you so much for the kind words!
As a programmer, I honestly didn't expect to receive so many compliments about the art and presentation, so hearing that the artwork and story landed well is incredibly rewarding. I put a lot of effort into those areas, and I'm really happy to hear it was worth it.
The "ghost mode" bug is actually one I've tracked down already, and it'll be fixed in a future update. So if you decide to come back and challenge that world record, you'll have to do it the intended way!
Thanks again for playing and for taking the time to leave such encouraging feedback. It means a lot!
Thanks for playing! I'm glad you enjoyed the visuals, music, and overall atmosphere 😊
And don't worry, you're definitely not the only one who took a few unexpected trips off the maze paths!
The text feedback is a really good point. A manual "click to continue" option was actually something I considered. Looking back, I think it would have made the dialogue easier to follow.
Thanks again for the kind words and the helpful feedback!
Thank you both for the feedback!
Honestly, I think I partly agree with you. The time-based star system was something I wanted to experiment with during the jam to see how it would affect replayability and encourage players to revisit levels. Looking back, I'm still not entirely sure it was the right fit for this particular game.
The atmosphere, story, and exploration aspects were always the heart of the experience, and I can definitely see how the rating system can feel at odds with that and create a bit of a "stop" in the narrative flow.
It was an interesting experiment, though, and comments like yours are exactly why I wanted to test it.
Thanks for taking the time to share your thoughts and help me understand how it felt from a player's perspective.
Thank you so much! I'm really glad you enjoyed it.
If you're curious about the Unity side of things, feel free to reach out! I had a lot of fun implementing some of the mechanics for this jam and I'd be happy to talk about how they were put together.
As for the cages, they're actually meant to capture the spirit/light. The player character can still move, but without the spirit's help they'll eventually fall (or at least have some "hard time" finding their way). It sounds like the mechanic could use a bit more clarity, so that's great feedback.
Thanks again for playing and for the kind words!
Thanks for playing and for the feedback! I'm glad you enjoyed the atmosphere and visuals. 😄
As for the Level 3 maze, I had a lot of fun testing that level with friends and watching people confidently take the wrong path, so I'm happy to see I managed to catch another player with that design choice.
The immunity issue is the same bug a few others have reported, and I've already tracked down the cause. It should be fixed in a near update.
Thanks again for taking the time to play and leave feedback!
Thank you so much for the kind words! This comment genuinely made my day.
the atmosphere and creating a cohesive visual style were some of my main goals for this project, so it's incredibly rewarding to hear that those were the elements that stood out to you.
I put a lot of care into the artwork, lighting, and world-building, and knowing that it created a memorable experience means a lot.
Thank you for taking the time to play and leave such thoughtful feedback!
Thanks for playing and for the kind words! I'm glad you enjoyed the art style and atmosphere. 😊
The stars are actually based on your completion time for each level. For the jam, I wanted to experiment with a simple time-based rating system and see how it affects replayability and whether players would go back to improve their scores.
Thanks again for giving the game a try!
Wow, the amount of content and systems packed into this in just 10 days is seriously impressive.
Really liked the visual direction of the game, and using roots as the main connection mechanic was a very creative choice. The sound design also added a lot to the atmosphere, and overall the whole experience felt cohesive and thoughtfully made. Great work on this one!
Really enjoyed this one! I really liked the combination of autobattler mechanics with the whole “connections” idea in the unit designs. It worked really well for me, and I found the mechanic genuinely interesting to experiment with and play around.
In general, the game just feels good to play. I’ll probably come back to it after rating some more games :)
Cute puzzle game! The font color was a bit too light for me personally, so some parts were a little hard to read.
One thing I would change is the way the hints work. At the start, the main goal of the game wasn’t fully clear without using them, so they ended up feeling more like guidance than optional hints.
Other than that, good job!


