Aw thanks Anthony! Much appreciated. Here’s hoping we will be able to catch up again at a con someday.
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We are considering continuing development, but have not made firm plans yet. We work full time jobs so its hard for us to make time on this right now. If you follow us we will be sure to post updates so you know when we continue working on it!
totally not a dumb question! The money serves no purpose than to make another panel to get in your way. We had more plans for it, but since this game was made in a weekend for a jam we were unable to complete those mechanics.
The theme of the game jam this year was Lost and Found, and we decided on a game where you act as a 911 operator for the entire universe. A ticker presents you with the coordinates to dispatch rescue units, but as time goes on, some of the pieces of information you need will be hidden through various panels, and with the more panels that pop up, the easier they are to also get lost!
Download now and give it a try! https://finite-reflection.itch.io/intergalactic-personnel-recovery-system
The interesting thing here is thinking about chess from the perspective of wanting to lose which is not normally something anyone has to think about. Playing two sides of the same board with two goals.
Great job with the style and presentation on this one. All that was really needed was for the directional spinning to be a little closer to your focal point to be able to really feel like you had the most control.
I liked the concept, and I think with just a little more communication it could be a lot of fun. Hitting the timer and dropping straight down was a little misleading, but once I watched it a little more I could see it coming.
The don't starve look was great, and it was very interesting to think about a tower defense where your goal post moves, though it was a little difficult for me. I wish that chicken had stopped running into the woods.
Could possibly use some tweaking since it seemed like certain card types were a one to one match to problems, so switching up what they could do might make the choices more interesting. Also Tibbles robbed everyone blind in the first move.
I liked the overall concept, though it took me a minute to figure out that there were more controls than moving for some reason. Not sure why I didn't realize that, but any communication in the game to really show that to the player would help!
That is difficult!! Well executed visuals and gameplay. Physics-based controls can be hard to make fun but your team did a good job. I suck at these games so I didn't get far but I enjoyed the challenge.
We also did a vine/plant growing out of control!
Love the art and presentation, also very impressive that you got a quest/objective system done too. The growth seemed to be a bit too delayed, perhaps? I found myself about to quit the game after waiting for quite a while when suddenly more would spawn.
This is a funny concept, however the execution felt a little rough. The biggest issue was the camera felt too zoomed in, which made it hard to tell where I was going or what I was doing. The controls had promise too, but the implementation was a little confusing; primarily I kept wondering why I couldn't move left.