Oh my gosh, thank you so much! Getting the game in front of so many people would be amazing!
Can you post some info or a link to the stream/community? I'd love to check it out!
Thank you so much for trying out the update!
The highscore and oil issues definitely suck, I'll get to fixing those straight away. And the ore density is a very experimental feature, so any feedback for tuning it is very welcome!
Also, there is actually a cancel placement button! A bit of text shows up in the upper left corner to explain it whenever you are placing something. But if you ended up missing it, I should probably make it stand out more!
Lastly, and funnily enough, indication for destructable terrain and some sort of drill boost for sticky situations, are both features I was considering for the next update! So I'll definitely start work on them when I can.
Holy cow. This game is a lot.
Firsly, I adored the artwork, the little heart guy is such a cool design! And the backgrounds looked really cool. They were so zoomed in I could barely tell what they were supposed to be, but frankly that just adds to the surrealism of the whole thing.
Its definitely beyond jank, but I really enjoyed that part of it! The physics are so out there, I honestly don't think I've seen anything like it. Its really fun to mess around with! And not to mention how every interaction is preformed with a unique, random key, its hilarious.
My only complaint is that on both my playthroughs, the game seemed to softlock after I put the foot on the altar. The base turned red, and the other two body parts dissapeared, but nothing else happened and the worm guy didn't have much to say about it. I'm dying to see how this game ends, so if its not too much trouble I'd love to see it patched!
Pretty neat visual style! Kinda hard to tell if your hitting something or not, and to kill the slugs without taking a lot of damage. And unfortunately, at least for me, the game ran at like 20 fps. But hey, iron out the kinks and you have a pretty cool loop!
Also I couldn't figure out whether the three trees next to the fire were harvestable, they kept making the axe cutting noise but didn't go down?
Thank you! Unfortunately Chris Pratt isn't picking up my producer's calls, but we could probably snag Pines or Evans.
Upgrades like you mentioned do sound interesting, I'd be happy to experiement with them once judging is over! I'm also currently working on redoing some of the tutorial, if enough people struggle with the Combiner I can certainly include some info about it there.
Its certainly not mechanically slow, you did a great job of making sure there's always something to do!
Throughout a shift though, it seems like the pace of monsters becoming active remains pretty static. I think it would feel more like your progressing if the pace started slower, then sped up over the shift. Just my opinion though, I particularly am no master at this lol
Pretty fun! I wish there were some more obstacles, or that it got a bit harder over time, but I can't fault ya for not fully exploring a premise in a jam game.
Also definitely could use a bit of polish, for little things like the game over jingle playing over the music, or playing every time you get hit in powered-up mode. Y'know, the nitpicks.
Some extremely fun and deep movement! The procedural generation works very well, this is definitely a game you could play for hours.
It does seem a bit strange to unlock certain movement mechanics as you progress; some of them feel like they should be in your base moveset, while others seem better of as some sort of powerup.
Very slick graphics, and the music is fantastic! I definitely would have paid more attention in my elementary school computer lab if the typing games were this stylish. I had some trouble with dropped inputs, but seeing as no one else is complaining, its probably just time for me to get a new keyboard!
The artstyle is awesome, and the music really brings it together! I can defnitely tell the game design is great too, even if idle-like games aren't really my thing.
My only issue is the rolling controls; it's pretty awkward to cycle through directions, and using the Ctrl button led to me accidentally triggering browser shortcuts that restarted the game a few times. But its hardly a significant issue!
Very fun! I got up to wave 24.
Pretty clever to combine Bullet Heaven and Clicker games; they're such similar generes, I'm surprised I haven't seen it before!
My only complaints are that the character moves a bit too slow, it makes it hard to dodge in the late game, when so many bullets are on screen. And hunting down enemies in the early game gets a bit tedious.
Thanks for playing!
Unfortunately I didn't have time for much playtesting during the jam, so a lot of features certainly need some rebalancing.
I'm especially sorry to hear about you getting softlocked! There is actually a fail condition for moving the drill too slowly or running out of fuel, but it clearly doesn't act fast enough if players think they are softlocked.
The art is nice and fits well together, even if it wasn't all made for the jam. But you don't have much control over anything! The gravity wells aren't very strong and difficult to direct, and most of the time the spaceship will crash itself into random ambient rocks before you get the chance to throw anything at it.