Wooo!
Drew G.
Creator of
Recent community posts
I'm not sure I've ever seen a jam game with as compelling of an art style! I can see the depth of the combat, but I think the difficulty ramps up a little too quickly and the wrench throw feels pretty limited. It makes me want to keep playing though because the positioning and order of operations puzzling required to solve it are really compelling!
I won, but I'm not sure I feel good about it! The gameplay was very fun and the sound and writing were also top notch. If I were to give a critique, I think the movement could be tightened up a little, and the game started in a first person for me, which made me feel incredibly close to the ground compared to the third person.
This is a really incredible submission with a lot of juice, great art and UI, and great sound design and music! I like how the mechanics build and the enemies build until the boss. I do think the combination of the semi-3D perspective and the aiming mechanic make placing your beads accurately more clunky than it should be. I think I might just rather place them directly below my feet.
Not sure if this is the best place, but i think I may have found a typo in the second sentence of page 83 (it says "does" and should likely say "does not")
But I don't wanna leave it at that so I also wanna say that this is probably the coolest TTRPG mechanic I've ever read. It probably says more about me, but when reading a new TTRPG book, I usually gloss over the mechanics in favor of the lore and world, but Realis's systems had me in rapt attention.
Wooo new Jeremy game! I love all of the attention to detail and game feel here. Every hit feels super satisfying and as a UI designer, I really appreciate how much love was put into that aspect. The ship feels nice to control too and has a satisfying (and scary) momentum to it. I'm interested in whether you wanted the game to have a vicious cycle with the fuel amount decreasing as you get hit.
Other than that, I do have two little critiques. First, it's a little hard to tell when the ship is in a state where you can defeat enemies. Some visual indication there would be nice. And second, I can tell that part of the appeal of the game is scoring combos, but the enemy spawn curve is really slow for a while, so you're forced to either deliberately wait for enemies to accumulate for more combo potential, or just defeat them one by one until the spawns pick up.
It's a great entry though. Great job!
















