Thank you so much for playing and the kind words!
farmtotable
Creator of
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I paid off my debt!!
I love how snappy the game is. I feel like it was a good choice to not have animations, because it would have slowed down gameplay? My only critique is that in subsequent runs I wanted to quickly slam cards and, without iconography, it was difficult to skim for cards I wanted (I needed to read the whole text each time). Overall though I adored this game; it was unexpected how quickly I got invested LOL. Great job!

Very cool concept for a game! It was tough to grasp before I read your game's itch description, but once I saw that it clicked that I was basically playing 1v1 auto chess. Very novel/cool concept. I actually enjoyed that the player only had 2 moves to work with because it made the puzzle rules easier to grasp. But I wish there were more tactile feedback to when you did something (like SFX on punches). Anyways, cool concept and would love to see it expanded on!
What a great game!! The presentation is gorgeous and controls instantly graspable. And the soundtrack is 🔥🔥.
If I had to critique something I'd say the introduction of mechanics could be slowed down a bit. The early levels introduce mechanics pretty quickly (e.g. spikes that can by bypassed in certain circumstances, armored NPCs, NPCs that threaten certain tile(s), ...) and I felt myself wanting to play with them for longer before moving onto learning a new thing.
That's all I have in the way of constructive criticism though. This game is PHENOMENAL -- huge congratulations making it in such little time!
Yeah, definitely agreed on the SFX on interact. SFX were a super last minute addition tbh and I wish we had time to add more. It's a weirdly delicate balance for puzzle games though; if you play a sound cue every time a player does a thing, they might be encouraged to attempt it again even when they don't need to. So what we should probably add is a Zelda-style "woah you found a hidden secret" audio cue for for successful discoveries; that way players don't try interacting with every barrel/bookshelf. Breaking them would be fun though, thanks for the feedback :)
I'm so glad that you were able to win despite the initial challenge!
And yes as Nick wrote in another comment, none of us had even heard of MINIT before making this game LOL. We definitely need to check it out. What a funny parallel evolution that is... almost like time is looping back...
So many positive thoughts about this game! The art+audio is phenomenal; it's such a unique vibe to see Victorian illustrations used in a genuine sci-fi setting. Idk how you came up with that combo but it's absolute 🔥🔥. The wind chimes are a nice complement.
My favorite part of was accelerating super fast and forcing myself to think on the fly as soon as I entered the next screen of planets. If I could magically request a new feature, I'd want a way to zoom the camera out further so I can chart a super fast flight course more safely.
Great game and one of my favorites so far!
What a polished game! I definitely had several "wow that's so smooth" moments playing, like when packing up buildings into your caravan or seamlessly engaging in combat. And seeing my little army fall off the map in accordance with the physics!
Like other reviewers wrote I found it a bit too hectic to develop a strategy I felt solid about. Maybe if there were some way to forecast early which tiles would drop soon (not just imminently), or a way to fast travel to previous settlements to quickly pack up it would have worked more for me.
But overall it's such a polished entry and I loved playing.
First person perspective breakout is a really cool concept!
I was able to dribble the ball off my own head a few times (you can do it if you look straight up) and would have loved if that mechanic got fleshed out somehow... for some reason it's viscerally satisfying about hitting just the right angle to keep control of the ball like that. Maybe some sort of mechanic/upgrade that provides more control over the ball could make it feel less chaotic and more intentional. Fantastic concept!!
Holy mega art direction you cooked so hard with this concept!! The minute I saw the Godot logo I knew I was in for something special. The overexposed flipbook transitions are elegant, functional, and pleasant.
+1 to the reviewers who mention it's RNG heavy in unpredictable ways, although I feel that's somewhat the nature of RNG-based games so I personally give it a pass. The game is so snappy that it felt pleasant to just quickly run it back after a loss. Also, I wasn't sure if it made any difference which tarot card you picked from a set of 3? Overall a great concept though; I played a few runs and enjoyed them!
Wait this is the coolest take I've seen in SO long for tower defense / vampire survivors / rhythm games! I love how the cost to obtain upgrades is your own level time because it rewards players who go slow and steady (they spend less) AND players who go fast and spend lots.
I feel like a neat improvement to that mechanic could be giving players a little additional seconds on the clock per round (maybe like +1 minute per round) or something; that way it would incentivize spending more because players who clear levels fast enough will farm extra currency. Just a thought. Overall fantastic concept!! And I love the fidget spinner enemies lol
Yeah I think we made that puzzle too hard (:
Hint: The answer is NOT found explicitly in any text message nor calendar event. You'll have to figure it out through context. I'd recommend reading the Wednesday calendar reminder that Caspian left himself first. From his text chain with Jade afterwards, it should be clear she did _some_ favor for him... but what? And when? If you can piece that together, you'll be very close to the answer...
Hint 2: If you're still stuck: try the conversation with Maddy. What is Caspian upset about? Jade's favor is related to that.

