Fun game! I will leave my feedback in your Godot discord thread.
Edward Chan
Creator of
Recent community posts
Really cool concept! I think your team nailed the theme and visuals. The controls are easy to learn but also has a learning curve to the precise timing of movement. However, it does feel frustrating that a laser would shoot out suddenly with little time/room to dodge. The missle moves too quickly (even when zig-zagging) to have enough time to observe a full “spawn cycle” of where all the projectiles will spawn at. Having a “charging up” particle effect before the laser/bullets comes out would improve that nicely. Also, removing the random laser/bullet spawn times would make learning the map/timing much more rewarding. Good work!
I feel like removing the cargo timer would make this game more enjoyable, since some cargo expires after just 30 seconds. I think the controls are fine, but with the external camera broken (pointing at a fixed angle) it becomes very difficut to park at a station. A 3rd-person camera aligned to world axis may be more intuitive than a 1st-person camera attached to the train, which my game Astro Metro uses.
FAQ:
Q1: Is this game inspired by Galaxy Express 999/ Galaxy Railways?
A1: Yes! Leiji Matsumoto is my favourite artist.
Beautiful animations! The dialogue SFX are funny too. But what happened to the gameplay?
Edit: I gave a second try on the Windows version, and it's better. The clickable sprites in the main menu, and the wiggle when the character talks or when the boss gets hit are all attention to detail.Good job on the dialogue system and the art!
Impressive performance optimisation! It didn't lag on the web build except near the second corn field. (DADWALKER would lag with just 60 tomatoes in comparison) The gameplay is fun and relaxing. The UI looks fitting, too. It is not as easy to steer the tomato with my laptop's half-sized arrow keys, so adding WASD as input would be nice. Good job!
Edit: WASD was added, nvm then XD
I feel like you can sell this game on Steam already XD
It is impressive that the game data persists on the web version. How did you do that?
The 7th achievement is a bit inconsistent, my first few attempts of... "turning off" Crowki vision had no effect. But the gameplay is unique and the tutorial is helpful. Good job!
Thank you! My past jam games were too challenging to complete, so this game focuses more on the narrative and requires less skill for combat. (*cough cough* Necroplanets)
Some general tips:
- Send 1-2 ships periodically to scout the neighbouring planets (to keep track of enemy fleet size).
- Keep some ships in the captured planets to deter enemy attacks (except when done deliberately to bait the enemy fleet into a pincer attack).
- Build more low-tier factories before upgrading existing factories (since the enemy fleet can blow up the factories when there is no ship to defend the planet).
- Retreat often when capturing a new planet (instead of fighting the initially overwhelming enemy fleet).
- Always attack with around double the enemy fleet size, since more ships will destroy enemy ships faster and thus lose fewer ships in combat.
- If all goes well, this should take 30-40 minutes to capture all planets.
Thank you for playing! Your feedback is helpful :) The player can influence the number of bullets on screen by pausing the cannon, since enemies merge together over time. The wood monster spawns more bullets than the other four, which makes it a priority target. I agree that the elemental mechanics could be fleshed out more.



