Thank you so much for such the detailed feedback and for taking time to understand how systems work π
evengy
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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
I am gonna be fair here, even knowing that this is a sacrifice game there are other sacrificed games out there, and I know your real skill and you deserve the final round!
I know there's not much to rate, but at least there are some elements from the original - 3 buttons and recognizable artstyle. I still hope you will make it through even if it is 21 vs 22 pairing π
Apart from that, as mentioned by others thank you for submitting your sacrifice, the ritual may begin π«‘
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 :)
Hey thanks for giving it a go, and thank you so much for an awesome feedback π so many great points! I must make the package kicking mechanics right... It's such an essential part of the game! I think I might need to focus only on it for some time.
Also, happy to know that someone had similar idea as well βΊοΈ I would be curious to see that violent delivery π
Np ofc βΊοΈ thank you for making an awesome game π
I think the wrench might have came from another level I selected before starting playthrough for the video π on the first run I didn't have it (though I liked to have it rather not π as I understood it can switch the gravity area and it was very handy)
I really dig the vibes of this game! right away :)
I will be writing the feedback as I go through the game :)
1. First thing I noticed and was really cool at first is floating UI. But when It started to overlap with other in-world UI I felt like I want to close it or move somewhere more compact. Also when you turn around this floating UI feels more distracting than helpful. I would like to have an option to keep it minimized somehow.
2. The level design is clear. I liked how I thought of soda before you mentioning it in tutorial and I wanted to try it. Then I am learning E for interaction and later on I can see the switch and I know what to do.
3. The gravity mechanics is ultra-cool, messes with my brain :D but not straight away clear how it works. I figured that the light green I can jump on, and it works as an area. For the rest the gravity works as the arrow shows in the sphere. But that was confusing at first. I think what confused me is the purple line because I was trying to get to walk on it. I am not sure if I missed this in the tutorial but maybe you can navigate player with the use of that purple line in this case so the player will get into that area and get the first experience of overridden gravity (I have to be missing it though).
4 I managed to get easily after that through a couple of puzzles and everything seems to be fair and clear tbh. Sometimes it feels like I am in a free fall and I am trying to understand where do I fall towards. I will try to make a playthrough video tomorrow, my laptop charge is fully drained now but I really want to get back to this game.
P.S. answering the feedback questions:
- did I get stuck? not yet
- are the mechanics clear? yes
- no frustrations or junkiness so far, maybe regarding the UI I would prefer to have an option to minimize the world UI that is with the text tutorial.
I agree with Non_Newtonian_Games, controls are very good and feels very natural.
And ye, if you would add power ups would be great idea. Because in current implementation the speed of cars is the same and the only thing that helps to win is navigation on the track. But if you expand on this game and will improve enemy AI they probably won't stay in the middle of the track near the turns. Then power ups can bring some strategy - should I get speed or cut the corner...
Same goes to the surface vs stay on track as Non_Newtonian_Games mentioned as well.
Maybe add some win/lose condition.
Also the collisions feel a bit off - I tried to collide from the side and front, they both stop the car and it jitters near the wall. What I would recommend is to give some recoil and reduce the speed, but when bumping from the side you should be able to save more speed.
Good game :)


















