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JaCastro

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A member registered Aug 30, 2022 · View creator page →

Creator of

Recent community posts

Thank you for playing! I’m glad you were able to make a planet.

I really appreciate the encouragement. I’m planning to keep working on it and improve the UI, balancing, music, SFX, and overall clarity now that the jam is over.

Thanks for pointing out the clicking sound on the planet SFX too. That is helpful. I’ll check the sound files in Audacity first and add fades if needed, and I’ll also look into limiting overlapping sounds with a sound manager if too many effects are triggering at once.

Thanks again for giving the updated version a try!

Thank you for playing! I’m glad you were able to complete the game, and I’m happy the music landed well.

The confusion during Breakthrough makes sense. The dust pulsing into the planet is supposed to support the transformation moment, but the game does not currently explain that the player should click the planet core to push the Breakthrough forward. Without that explanation, it can look like the game is stuck in a loop.

I’m going to update the prompts so Breakthrough is clearer, and add a failsafe so players cannot get stuck there if they miss the interaction. Thanks for pointing that out.

Thank you for playing! I’m glad the gravity pull started to feel better once you figured out you could guide bricks into each other. That interaction is something I want to build on more.

You are definitely right that the game needs more explanation. Feeding the core after breaking the bricks is supposed to be how the planet gains Stage Mass and moves toward transformation, but the game does not explain that clearly enough yet. The Breakthrough part also needs a clearer prompt, so players understand why it happens and what they should do.

I appreciate the feedback. The next pass is going to focus on better instructions, clearer Breakthrough prompts, and making the upgrade choices easier to understand.

Thank you for playing! I’m glad the dust clicking felt satisfying. “Little fireworks” is exactly the kind of feeling I wanted the cubes to have.

You are right about the Breakthrough and upgrade screen being unclear. The Breakthrough phase is supposed to be the moment where the player clicks the planet core to push the transformation forward, but I can see now that I need to explain that much better in-game.

The upgrade screen also needs clearer descriptions so players can make actual choices instead of just clicking everything. I appreciate that it did not ruin the experience, but that is definitely something I want to improve.

Also, the idea of eventually scaling up from planets to suns, solar systems, star clusters, and galaxies is honestly very close to the long-term direction I’ve been thinking about. Thanks again for the feedback!

Thank you for playing and for the video. I think I see what happened now.

During the breakthrough state, the player is supposed to click the planet core to push the transformation forward, but that interaction clearly was not communicated well enough. So you were not doing anything wrong.  The game did not make the next step obvious.

I’m going to improve this in two ways: first, I’ll make the breakthrough prompt clearer so it tells players to click the planet core, and second, I’m adding a failsafe so that if the stage goal has already been reached, the player cannot get stuck there forever if the interaction is missed or the fragments do not merge correctly.

I really appreciate the report and the video. It helped me see that this is both a tutorial/communication issue and a softlock issue.

Thank you so much for playing and for pushing the game that far. I’m really glad the incremental loop pulled you in enough to lose track of time. That is exactly the feeling I was hoping for.

You were right about the crash. It was most likely a late-game overload issue from maxed upgrades causing too many fragments, chain reactions, and feedback effects to trigger when breaking a cluster, especially in the WebGL build.

I made a new update to address that by adding stronger safety caps for fragments, limiting chain-reaction scaling, throttling some break feedback, and properly capping upgrades. I also added a proper endgame/completion state so the run has a clearer finish line, rather than scaling forever until something breaks.

I really appreciate the detailed report. The fact that it only happened when breaking clusters helped me narrow down the issue a lot. Thanks again for playing, and I’m happy the music, visuals, and orbiting dust trails landed well.

It says the video is private, so I cannot see it.

This game was really amazing. I was honestly cursing at the enemies when they started ganging up on me, but that made it even more addictive to play.

The music was great, and the VFX were excellent. I especially loved the dark fog effect.  How did you make that? It added so much to the cosmic horror atmosphere. The pacing and UI also complement each other really well.

The mystery of exploring the dark, not knowing what you will find, and trying to bring everything back is such a strong concept. Towing fragments as both ammo and currency was a really cool mechanic too.

Great game. It was a delight to play, and I was happy I got to clear it.

I love the concept, the art style, and the whole Agent Slug vibe. I honestly wanted more. It felt too short because I was having fun.

The mission setup is great, too. Contract 01 being active, the target Slimy Jim, and the S.L.I.M.E. organization all give the game a funny but cool stealth-action identity.

The main thing I would watch is collision and cover behavior. I tried hiding beside one enemy, but he walked by and destroyed my cover, so I thought I was caught, but somehow escaped. I also managed to clip through the green door behind the big truck while exploring.

Overall, I had fun. The game has a strong concept, a fun tone, and I would definitely play more missions.

I'm doing that right now, actually lol 

I uploaded a new update focused on balance, readability, and feel.

Main changes:

  • Slowed down Dust Evolution so it does not max too quickly.
  • Reduced runaway mass/fragment growth.
  • Added more controlled dust damage so players do not need to click constantly.
  • Brought back a more visible fragment swirling before absorption.
  • Updated the Upgrade UI to a darker outer-space theme with gold text.
  • Continued improving the results/upgrades/progression flow.

Thanks again to everyone who left feedback. The comments have been really helpful for finding what was confusing, what felt good, and what needed better pacing.

Thank you so much for playing! I really appreciate that. I’m glad the core idea came through because that is the part I’m most excited about building on.

You are definitely right about the upgrade menu. A few players have pointed out that it was hard on the eyes and not pleasant to read, so I’m doing a UI pass now with a darker outer-space theme, better contrast, and cleaner layout/composition.

Thanks again for the feedback. It helps a lot to know the concept has potential while I keep improving the readability and balance.

Thank you for playing! I’m glad the visuals and movement landed well.

That note about clicking the blocks was helpful. I made another pass on the interaction so the accretion field can damage dust over time, while clicking/holding still helps speed things up. The goal is to reduce constant clicking while still making the player feel involved.

I’m happy it started to snowball into something cool once the loop clicked. That is the feeling I’m trying to build around.

Thank you for the detailed feedback. This was extremely helpful because it pointed out what improved and what got lost between builds.

You were right that the upgrade pacing was moving too fast, the dust was being absorbed too quickly, and the UI colors were too harsh. I made another update that slows down Dust Evolution and Mass Bond, brings back more of the dust swirl before fragments merge, reduces runaway fragment/mass growth, and updates the upgrade UI to a darker outer-space theme with gold text.

I also changed the field interaction so players do not have to constantly click as much. The accretion field should now damage dust in intervals, with holding/clicking speeding things up instead of being the only way to break dust.

I really appreciate the note about the screen shake, too. I’m going to keep it subtle and reserve it for bigger cosmic moments instead of constant shaking.

This is a good puzzle game with an interesting concept. I liked the idea of manipulating cubes in 3D space and trying to figure out the connection between the puzzle name, hint, and cube placement. The color matching and cube locking system gives the game a unique challenge.

My main feedback is that I wish I had a clearer understanding of the goal for each puzzle. I understood the controls and how to move, rotate, and lock the cubes, but I was not always sure what I was supposed to solve or what the required condition was. A little more guidance, maybe through a clearer tutorial, example puzzle, or stronger visual hints, would help players understand the objective before they start experimenting.

The game definitely fits the theme of “Connections,” especially with the way players have to connect colors, cube faces, puzzle names, and hints together. Overall, this is a strong puzzle idea, and I think it could become even better with clearer goal communication for the player.

I had fun playing this game. I love action games, so I immediately jumped into it because that genre is already something I enjoy.

The concept is cool, and I liked the idea of fighting beginner monsters that turn into souls and can become stronger if you hesitate too long. That gives the game a nice sense of pressure.

My main feedback is that I wish there were clearer feedback when fighting the ghosts. Sometimes I was not sure if I was actually dealing damage or if my attacks were connecting. A stronger hit effect, sound effect, health bar, flash, or knockback could help make combat feel more satisfying.

I also think it would be cool to have another attack or ability to change things up during fights. Even one extra move could make the combat feel more dynamic.

Overall, I enjoyed it. For a first Unity game and first jam entry, this is a strong start. I would love to see where the game goes if you continue working on it in the future.

I appreciate all of the input. I released a fresh build that addresses the main problems that players brought up, including changes for the breakthrough/progression loop, better dust-to-core behavior, improved round results flow, and simpler upgrade access.

In order to lessen fragment overload, slow down uncontrolled expansion, and give Dust Evolution a more progressive feel, I also adjusted the equilibrium.

Any new comments on whether the first few rounds feel clearer now would be very appreciated.

I appreciate the thorough explanation. That was a problem with the prior build's advancement; you weren't missing anything.

The game may trap the player before the transformation, results, and upgrades function effectively, even while it is approaching the breakthrough state. To fix this, I published a new build that enhances the fragment-to-core behavior, upgrades access, and rounds results flow.

The current objective is for players to break through dust, acquire connected mass, accomplish a stage goal, finish the planet transformation, and then go or upgrade.

Thank you so much for the input. It helped identify a significant obstacle. I'd love to know whether you can get past that point now by trying the latest version.

I appreciate you playing and your insightful comments. The upgrade menu and orbiting fragment flow in the prior build were unclear, but you weren't missing anything.

I submitted a new version that should make the Upgrade button and results screen more accessible. To ensure the basic loop functions before requiring upgrades, I also modified the dust/fragment behavior.

Breaking dust, feeding bits into the planet's core, gaining linked mass, and then using the results screen to proceed or upgrade is the desired loop.

I'd like to hear whether the first few rounds feel clearer now that you've had a chance to play the new build.

Agreed. Even if it is not technically locked, if it feels like a softlock, that is a problem. I’m going to add a safety system so each round can still produce progress and players do not feel forced to restart from the main menu.

This is a great breakdown. The ring of small dust blocking bigger dust is not what I want long-term, so I’m going to adjust that system. The orbit should look cool, but it should not prevent progress. I’ll likely add auto-absorption near the core and reduce the way small dust blocks the larger pieces.

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Thanks, this is really helpful. You are not doing anything wrong; the game is not explaining the dust-to-core loop clearly enough yet, and the early upgrade cost is definitely too high. I’m going to make the inner pull stronger, add a clearer absorption zone around the planet, prevent 0-progress rounds, and rebalance the first upgrade so players can feel progress much sooner.

I enjoyed building my skeleton workers lol

That's awesome to hear. I was trying to give that feeling. It's my first time doing something like this

lol yeah I notice later after my student broke the game dwl

Nice Game. I had fun.

I wish I had more control over the Orb, Randalf!!!  I  got stuck by a tree lol . The story I love it.

I really enjoyed playing this! Once I found out what to do, the gameplay was simple and enjoyable. The timer was the most difficult difficulty for me; it felt a bit too short, which was what killed me most of the time. Overall, this is a fun, creative game with a beautiful retro style.