Hey π congrats on winning the sprint π ping me on discord and I'll set up a channel for you if you want π
evengy
Creator of
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Awesome jump scare! The monster did attack me when I was near the blue gem. I haven't seen the monster before it was too late :D :D :D
I would recommend to add some very simple jump or to allow player to walk through very small obstacles. To get inside the graveyard area player has to walk around and feels like an unnecessary effort. Not sure if I missed some tactical choices here.
Another small thing I would recommend - puzzles could be different. Not a priority ofc... The one you have is clear and satisfying already!
I didn't feel the map is too big tbh (for me personally), I enjoyed it - very cosy, and old-school artstyle helps with the atmosphere!
A couple of small things I've noticed - when failing the mission return doesn't work and you are left with the amount of resources from previous deployment. Also, the web version seems to be too heavy on my browser, even the desktop build seems to be heavy on my laptop, but that is probably just my laptop is old lol :D
Really liked the UI and how you can see the map from above before deployment so it is easier to plan where to mine resources beforehand which helps. Not sure if it is intended just to see or you can move the area of the deployment but I was not able to change it.
I think when you just deploy the mission it is a bit too bright (maybe just me)
The day cycle feels too long. and feels a bit idle because there is not much to do rather than wait. I really like the idea of going back to the ship while wating, would be really cool to have something to do on the ship while waiting. Though seeing the planet rotation feels a bit confusing because I would expect with that speed to see day over faster :)
I was not able to wait over the day and was defeated :D I saw one enemy unit stuck and thought to mine some resources but it appeared that there were many more stuck over the time and they destroyed my defence in a moment :D :D :D
I like these new concepts you added, its really cool I think to have a map and a switch mechanics to the ship. It feels like a right direction to move!
Love this game! awesome style and its a clear improvement from the last time I tried it :) I also like the map addition.
The complexity grows too fast for me personally. I think there is very little time to learn more than main mechanics from the first level (maybe add at least one more wave or like a mini boss). Also the towers seems to change their focus on the closest enemy. I would recommend to stick to one target until its out of the dmg zone.
I really like the game stile and direction the game is moving. The game does look really good imo, but the balance and fairness is the area I would focus on improving.
Thank you for the feedback π
I was thinking that looking down might be a big stopper for the game to work tbh... I will add to the debugger ability to expand the raycast range. So player might just need to look in the direction of the parcel, and not strictly right at it. Need to do some testing on this.
Appreciate your feedback on this, I think it is critical to make this part of the game mechanics to feel right.
Really like the item system and new elements on the map!
I think you can make a balance of staying on track vs trying to cut more forgiving. I noticed that there is only one place on the map (right) where it makes sense to cut. Otherwise it doesn't feel there is a reason to do that. Maybe if you add some risk when you cut but keep the advantage of gaining the distance would feel that player can make some tactical choices where and when to cut. For example make a very narrow corridor so it will introduce a challenge for the player and a high risk of collision and loosing the speed but also a high reward of catching up the distance significantly, or like an alternative route :)
Awesome progress! I maxed out all upgrades :) very addictive :)
1. The clicking is so satisfying now! I really liked the visuals and the autoclick upgrade! I wish you can max upgrades even more :)
2. I didn't noticed the health part tbh... And I didn't feel much difference in regards to item health. I noticed that they have different reward though. But my strategy was to maximize autoclicks first and then just click on the items in the water only.
3. Yes. It was clear and made sense. I would recommend to make them available at any time though :) When I had it available for the first time I didn't know how much I needed currency so I had only 19 collected but the autoclick was 20 - it was such a pity that I had to wait for another available upgrade... Also when the upgrades are available all the time I would feel more control over the build I am going for. Also, I would recommend to add some visual difference on the grades of the upgrade stars. like cupper, silver, gold... so each upgrade would feel more rewarding to have :)
4. Was awesome - first thing that I noticed and was like "that is so cozy"...
5. Yes, one small bug with visuals, sorry couldn't make a screenshot at a time, saw it twice during the play - I think when you open an item during the night when upgrades are opened it creates a visual artifact at the position of the item... maybe related to the splash animation... couldn't reproduce.
Just god moon from the first run lol :D
I have created life, then got it extinct then got it back to 99% :D
fun concept! instantly clear what to do :)
I really liked how volcano appeared in the beginning π€
Second run also got me a moon :D but I managed to create life with 99% temperature at volcano stage :D :D :D poor fellas π
I like that you stayed true to the original! SFX are supreme and contribute to the fun aspect a lot. Same for minigames - if I had those minigames on any of my nokias back in 00s I would be very happy.
I also liked how the creature evolves. Like you play the game protect the egg, it eventually hatches and the next evolution stage appears, you feed the lamb - next. I also liked that when you jump over the obstacles eventually you fail and the evolution will have these spinning eyes. (not sure if that is on purpose or I missed something, but if it is - that was a great touch!)
My only complaint is that when you don't feed the lamb the animation for bottle continues as if you would. I wish there was a handler for this edge case like the lamb turns towards the player, the game inverts colours and the lamb looks very angry or something like that, would be a good opportunity for a jump scare :D
Great work! π€
Awesome take on the theme, the game loop is very satisfying :)
It was definitely not easyπ and I still didn't get to the top 10, so will have to go back to this one :)
But I had a lot of fun playing it. I think the upcoming enemies might take away attention from the caring part a little bit. And it might be a bit hard to manage both loops. Anyways, its a great quality game, very cute pet forms, clear progression, as usual - awesome UI and SFX!
Great entry! and good luck in finals ;)
Haha thanks for playing βΊοΈ
The stability is a discipline from the original, and rebooting is supposed to increase if triggered during the call. If there's no call and reboot is triggered the stability is supposed to be deducted -10. And if missed call -1. I didn't test all the scenarios with different modes and paces, might be still some bugs π¬
I am happy to know that you figured everything else though π
The music is this track (used it in deployed game as well):
https://freesound.org/people/Bertsz/sounds/545457/
This guy makes some awesome tracks and most of it cc0
First things first βΊοΈ I really wish I was attending more of your streams this round, your feedback helped me in round 1 and 2 a lot during the dev stage. And I really appreciate the feedback you gave me on your latest stream as well π
About the game - I think you nailed it! I love the concept of spamming emojis a lot and I think it's a win concept for the round! This reminds me one of my favorite episodes of black mirror with Peter Capaldi and Will Poulter - plaything. Love the windows 95/98 artstyle as well. I don't see any misses on the criterias tbh, great game!!!
Good luck in the finals π«‘
I would recommend to add some more visual feedback for the player to have a better understanding on what is going on :)
Like some small animation for the fishing rod when it is being used, the water splash when the fish is hooked, the character is pulling the rod while the challenge UI is active... Something like that :)
Looks unique and satisfying as a first impression βΊοΈ
As for your question - ye, its very clear what to do :) And I like how you have some practicing terminals before you can deploy the mission to the planet.
A couple of thoughts on the game loop (sorry if I missed something from the game description, I am new to this game π ):
1. I noticed that the wall unit doesn't really bring much to the gameplay (probably I am missing something)
I was spamming towers to expand the area that I can move around π
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2. It's hard to know where the minerals are, if there was say a "radar unit" that would point the direction that would be verry valuable
3. When you defeat the enemy not much happens. Would be really cool to have some collector mobile unit which could gather the resources from defeated enemies and the refinery stationery unit that could produce minerals from those resources. That would add some variety to the game loop.
4. I found a bit challenging to move around due to colliders that didn't let me walk comfortably around the buildings.
5. I didn't use the builds (probably should've π )
P.S. very satisfying mechanics :)
















