Haha, I never thought the cap would actually be reached. But yeah, that’s a bug.
Oh, and nice build! I never considered this combination. I’ll see if I can find a good way to add a few limiters.
Thanks for the detailed feedback :D
DiePoolNudel
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Really, really cool game. It kept popping back into my head, which is why I’ve already played it several times.
I didn’t play Dragonsweeper, but I really like how enemies interact with the world here. The roguelike approach and building your own build (revealing them, increasing XP, etc.) is something I found very cool.
I’m personally not a big fan of characters only differing by their starting item.
What I do really like is that you can see enemies early that you can’t (or don’t have to) defeat yet, and then encounter them later and understand their purpose.
Sometimes it was a bit frustrating to me, similar to Minesweeper. One moment of inattention and booom, game over. I think that has its charm (with mimics, bombs, etc.) and i liked it, But as an exampel, attacking a revealed enemy with 5 HP when you only have 3 lives left, just because you weren’t paying attention, feels unnecessarily punishing. (Maybe a small confirmation pop up would help)
Also: why isn’t XP collected automatically after defeating an enemy?
Anyway… this turned into half a bible😅
Cool game, I had a lot of fun! :D
P.S.: I’m absolutely not a fan of Ai art; "Are we players really worth being presented with cheap, soulless Ai art?"
Thanks for the answer! Ah okay, I See.
Mmh, I’m not a pro game designer.
But from a game design perspective, I can’t really say whether lives or a timer are unnecessary, it kind of depends on your vision for the game. Then I would check whether what you implement actually adds to that vision or not.
For example, if you want the game to feel more cozy, a timer with time pressure might not be the best idea. Lives, on the other hand, could work, since they encourage a more thoughtful, calmer approach.But that would also be somewhat unnecessary, since there’s already the punishment of being sent back to the start, so it could be a bit redundant.
If you want it to be more difficult, then adding a timer fits, it can “stress” the player, which is its own skill to deal with, and can lead to more mistakes. Even though my first thought for increasing the difficulty would be to add more obstacles or make them harder?!
I needed, a test run to really understand it, but after that, I had fun :D
Other than that, I thought the vibe was awesome: having this huge wall you need to repair, combined with the art style (which I think fit super well) the music, and attacks from aliens critters.
It all came together to create a really cool vibe for me.
I found it very polished, from particular main menu but also the gameplay and everything was easy and clear to understand. For me personally, it just got a bit repetitive toward the end (more interesting enemies or something else to keep you engaged would be cool, i guess💭)
One small thing: in the pause menu, the button said “start,” and I was afraid to press it because I thought the game might restart.👀
Overall I had fun playing it :D
Hey, feel free to check out my game too.
https://diepoolnudel.itch.io/genome-survivors
Ah okay, thank you very much for the detailed answer.
In fact, in some levels I had exactly that feeling of like there was only one correct path and other paths were just added. In others it didn't feel that way at all, especially when you had to step on others specific tile (there not in the "main path") to influence the loop.







