Thanks!
Game_emaG
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Thank for playing!
Yes, I think defence > power > all - but with some more complexity hopefully there can be a few 'archetypes' emerging, beyond raw stats.
DOH, thats a bug yep! On equipping a part the creature recomputes all the stats, including setting currentHP = maxHP. I should turn that off in battle...
So Round 10 was the final wave, round 11 I put a big impossible placeholder enemy aha... Congrats on 'beating' the game :)
Thanks, yeah lack of uniqueness is an issue partly due to lack of time, I have some more ideas for synergy/archetypes. Also needs a bit less randomness, I am thinking post round you can make some more decisions to help get specific parts to control RNG. Super auto pets was an inspiration yes!
You CAN swap equipped parts out with parts from the bench in fact, but its not obvious, and you cant drag to an empty slot on the bench either.
Great art, story and atmosphere! The lighting FOV and doors are fun, and the extra interactions added like toggling the TV + lampshades make it feel very polished
I felt the combat a little hard, I ended up dying in the sewers at the same bit twice - I think you have to properly swing the axe while facing them and then you OHKO the enemies? Couldn't seem to get it to consistently work
I think a webgl /Godot issue but after my first death and being put back to main menu, I lost the ability to rotate my camera which made the game unplayable on respawn.
Graphics + atmosphere very good, and the level design feels very well put together with some really great scenery + horizon. Death state for the hole was pretty fun!
I liked how it was 'Meta' with the mix of mouse and keyboard controls + text in-world.
Art looks very good, especially with some parallex, vfx and animations added, this has great appeal.
Lacking a lot of polish such as volume control, sfx, death state, resolution scaling with menu + game 'edge', only works in fullscreen currently (I can see edge of game world when I jump)
It works and is infact more than 2% of checkers, so well done.
Interesting twist on checkers too I think, once its fully implemented
Some CC:
Controls were confusing - you can click start before dragging the piece onto the board which should be prevented.
Also then double clicking the piece to be able to move it was not clear, I almost gave up because attempting dragging and dropping on the board to move was not working.
I didn't get very far into the game but I played the first 2 levels:
Did the game look and feel smooth on your machine?
Yes, but I have quite a good PC. A little bit of a weird visual tear roughly in the centre of the scren when I jumped around half the time, this was on a 144hz monitor.
Could you navigate the levels without confusion?
Kind of, I don't see the point of the very zoomed in state and could have done with a level of zoomed out more or even 2 more levels of zoomed out, but the level map UI made it easy to cross reference.
Was the game too easy/challenging?
I didn't play for very long because I don't really play platformers, but it was good so far.
Did you have fun playing?
Yes, I liked the music and the sound of the crab/ the fact crabs move sideways and the theme feels nice and original.
All other feedback is greatly appreciated as well!
I was a bit confused why there were mushrooms in a beach theme.
Wasn't sure if the fish/platforms were damaging me as they seemed to be but I couldn't see any indication of current HP. I think enemies need more obvious animations and player needs screen tint for damage or a heart UI system, since it seems you don't die in 1 hit.
The controls UI screen is really good. (And also nice to see controller support too, I played with keyboard only and the controls felt good, although W + S controlling zoom was a bit weird initially.)
Thanks for the review!
Yes a tutorial is definitely in the works. Tooltips and general popups also for sure will be included at some point.
Thats a lot of useful and thoughtful feedback, thanks a lot.
I can call the countries a mix of existing countries like New America but I wasn't sure which countries to include, feel bad for any I miss out aha. The lore reasons are the the end of the world has happened and nothing of the old countries before the climate apocalpyse remain, perhaps I can include this somewhere.
Whoops, will fix that +2 research card bug, it doesn't get reset to a normal card before being added to the deck, scale and click listener are set for the "add card to deck" screen still.
Thanks for the review.
Yes I guess starting with a bunch of objectives that you can fail can be demotivating.
I will add the ability to see your deck and that will show that the players starting deck has cards specific to water generation, if you dilute your deck with cards from other sources early it will probably be possible to lose the whole game (too) early.
I have a guided tutorial being developed which will help in some aspects, but I think also from this feedback I will ensure the first hand you can draw will always have at least one non research card and one research card.
I am bad at these kind of games so capped out at 2min playtime phase 3 as my best attempt.. but it was a lot of fun and only had minor issues with the controls (rotating with QE while using WASD basically made me rotate a lot less than I should have, I guess this might be a non-issue on controller).
Ending UI screen was really cool! As was the SFX in general, especially on dashing near enemies.
Some CC is you could make the outer skybox be something nicer to match the polish of the rest of the game, and maybe have some sort of Pulse thing go across the arena/ change the texture of the arena on progressing stages.
But nice work! Maybe make the capsule something more cinematic from your game as it doesn't look very good IMHO, the quality of your game is far superior than what I would expect from the capsule :)
Awesome yep combat looks fixed in that build, just had a quick go :D
I just meant I did not rush into combat ASAP because I was on the look out for crafting a weapon, but in the jetty area I decided to combat despite that so I could loot some things. Now I see I actually started with the knife anyway and combat is a lot less scary than I thought, hehe ^^'
Was pretty good! Gameplay was very short because I die very quickly.
1. No Comment
2. If 7 isn't allowed I'll say 6 for fun but it was also equally fustrating because I sucked :P
3. Mobile game given current scope but controls will need changing
4. Yes decent UI, no complaints.
Here's my CC
- Theres something about the controls/ size of the arena along with collision of the player which makes it feel a bit clunky imo.
- There is a bug with the menu where clicking on the button doesn't change anything in the menu screen, only after navigating away.
- Sound is quite jarring (partly a volume thing, needs a slider to make it less because it hurts my ears when I kill things.
- Needs a "noob" mode where Red Johnny doesn't instakill you, and where spawns of non red johnnys are a bit less intense.
Great game, great level of complexity and polish, and it was a lot of fun until I encountered a gamebreaking bug in my first combat. ^^;
I was attacking with a knife and was allowed to keep clicking and attacking past my mana emptying, and after killing the zombies in a single turn because of this, the combat failed to exit and thus I was stuck inthe combat with 3 dead enemies who didn't take any actions each turn.
As a side note, I put off combat for a while because I hadn't crafted a weapon, but there seems no way of guaging the enemy zombie card strength relative to your own on a fresh playthrough, I think when you pick up a rock/knife etc or something that can be used in battle the game needs to tell you, OR the game needs to start with a scripted trivial combat like in Pokemon.
The ingame polish and artwork looks really great, and I don't think your capsule art does it justice.. The purple background doesn't match the color pallete in-game and makes it look like some cheap halloween flash game IMHO. I'd definitely also try and get some sort of card/paper aesthetic into the capsule.
Movement was a little bit confusing until I realised W wasn't true north, at which point it made sense. I read your DevLog, and only being able to move one square at a time probably seems to be a good thing to enforce, and the movement control system works very well as is at the moment, so I don't think it really needs redoing as a system as it is exactly what I would expect of the game at the moment.
I like the game a lot, its a great twist on boggle! (Have not played the other game it is based on) the campaign felt very easy compared to endless mode, which i did 2 times and my PB was 10.
I completed the campaign with over 400/500 health remaining, but I guess for players who are new to the concept the campaign needs to be fairly easy.
I do agree with the vowel thing, I think it should be weighted to give more vowels if you get unlucky with RNG because then you are just waiting for them to spawn in. (Or maybe just have a way to speed up the deteriation so instantly get a new hex on pressing spacebar to skip for example).
Congrats on getting the dragging so nice and the total level of polish is great too!
Thanks for playing and commenting!
Right, I should probably add pollution generation per - region on the regions UI too!
You basically completed all the gameplay there is right now and then died to hitting the pollution cap.. I need to do some more work around making that more obviously the lose condition.
Thanks for the feedback on the initial objectives feeling too rough, will definitely be changing that too.
Thanks for writeup!
Yes I agree about the playing cards issue.. it's partly a balance of the cards themselves issue but I will experiment with limiting actions per turn and increasing card draw, part of my reasoning for low draw initially was max hand size needs to be fairly low because my cards have a lot of text and aren't easily parsable at a glance, which may also require solving!
The dialogue is hillarious, good job. I like the graphics and music & am keen to play more :)
The combat system seems like an interesting idea, it seems a bit stressful if you aren't just spamming [enter] - [enter] - [key combo] to always hit the first enemy, but its definitely a nice change from the standard JRPG turn based thing.
I got stuck because I couldn't figure out the code for the door past the first enemy ngl.. could I have a hint? I had thought I had talked to everyone in the inn + town square prior and didn't pick a possible code. Also its a bit weird that delete on the password input box is Ins key rather than delete or backspace for me, possibly a bug?
I really like the lore and all the artwork + transitions! Little details like turning the TV on and then off when you decide to leave at the start really feel polished.
I know you have italicised the stream of conciousness / exposition parts of the MC but perhaps they could be even more obvious, like different background and/or different color text just to make it even clearer?
Also I know its a VN so I guess the MC will be appearing in various shots, but I am casting my vote to make the gender customisable :) I can make an exception for other games that are 3rd person RPGs but it feels weird playing text driven narrative as the opposite gender. Also love interest gender being customisable probably also should be a consideration for you?
I guess you can ignore the above if you are not intending on commercialising this or there really are loads of scenes where swapping out the graphics would be an issue.. Personally I think its a barrier for me to purchase a VN/IF without that customisation though and I know its the case with others.
Oh wow thanks a lot for the kind words!
Yes I do need to try and tackle how to expand and add new content and mechanics, I have a few ideas which once implemented hopefully can extend the gameplay - I will be adding a shop similar to Slay the Spire/ Monster train and will be creating a lot more objectives.
Great point about the pacing / research, now you mention it I totally agree, I will try and address that by tweaking a few things and adding an easier to achieve research node before the +1 region. Thanks for letting me know about the bug regarding that too, I'll try and repro.
Did it get more laggy? I played a bit of it at the very start of the jam and now when I went back to play it again before rating it but unfortunately it is unplayable :(
Music needs to be set lower by default and have options for adjusting manually, e.g mute (unity default audio always blasts your eardrums for some reason)
It reminded me of temple run and feels like it would be good as a phone game with swipe controls.
Feels like the core gameplay and functionality is complete, so congrats! Agreed with other comments that it needs some more polish.
Cool game!
Requests:
- Please can we shoot on holding down a button? Ideally spacebar as an option instead of mouse too.
- Also some kind of choice in our attacks and perhaps an active ability with a cooldown would make the gameplay even better :D
Possible Bug: moving diagonally e.g 2 key press at the same time looks faster (and not just because of Pythagorus) than just moving left or up for example.. Or maybe I'm crazy and it is just because of distance idk.
Boss feedback:
SpinnerBoss:
I think he was a tiny bit repetitive but if hes a first boss then its perfect, it was fun! killed him on my 2nd try :D
ShieldBoss:
I thought boss was too good at tracking and recovering so I RQ it, it would have been cool to bait him into pillars or something a bit like Darksouls..?
BuddyBoss:
Very cool, I got to his 2nd form and then died because I'm bad at this kind of game. But this level had great energy and comedy :)
Awesome game, very atmospheric and polished. Love everything about the art, music and the font used!
To echo the previous comments, the tutorial dialog definitely needs a complete next line rather than a total skip for the beginning dialog as its basically a muscle memory for me (and I assume others) to do that on dialog boxes so I missed a few things.
Just few suggestions:
It was a bit hard to tell I was moving in the ship at the very beginning, confusion increased by accidently skipping relevant tutorial text (I actually think the speed of the ship is a good pace, it feels like you are travelling). A zoom out when you are piloting it might be cool, it possibly feels a bit too zoomed in.
Death 1:
On my first run, the first enemy I found was one of the "4 hp" cubes and it killed me, Not necessarily an issue as its fun to learn, but some notes on death 1:
1) I wasn't sure what my HP was
2) It looked like I did no damage to it after a short channel, and then THOUGHT it required directional damage onto the squares to turn them off, which my 2nd run taught me it doesn't.
3) I tried to run past it into a long dead end corridor
Death 2:
I got past a space combat, entered the derilict spaceship a different more scenic way, killed a small cube and a big cube and then got to a fancy floating quest objective, where the narrator started talking to me about how I'd reached the energy source. As I was drifting around reading the narrator, the mysterious energy source oneshot me XD
I was going to suggest checkpoints but I see its actually a roguelike from the description.
Did you consider having this a roguelite instead with some kind of checkpoints? I think its a bit of a clash between it being pretty calm and exploratory with permadeath.. but it could just be a skill issue.
I think having to go from the very start again with the ship control / tutorial feels annoying, but I guess it depends how often the player dies.
Thanks! Annoying it has so many bugs lol, I had thought i fixed the card bug issue with the new version I posted.. Definitely looking to fix all the bugs mentioned.
Game is definitely not balanced at the moment yes, I will be adding a trading mechanic in a shop which will allow for converting one resource type to another.
Wow awesome game! Really good example of minimalism & it feels really cohesive between the sound + the visuals + the colour gradients.
Keyboard controls work well & feel smooth.
Some kind of ingame achievements would be great, both in-run and across runs.
Minor suggestion, could there be a "dark mode" of the game, perhaps with the colors inverted? :')
Thanks a lot for the positivity!
Ahh so the fullscreen option fixes the issue for HD monitors, great! Added that as an option now, hopefully that fixes the issue you encountered.
I think I've fixed the bugs mentioned in the comments now with my most recent upload, however I have updated the disclaimer at the start of the game to be more clear, there is actually not any proper gameplay to speak of yet!
I need another month.. or 2.. of developing out a few more core systems, namely the shop and the council options where there will be some degree of randomly selected things to choose from, and of course the ability to unlock & control multiple regions.
Nice game! I had a lot of fun reading it.
The default dimensions are a little small to be comfortable as NeatGames pointed out below but fullscreen works great.
Probably not intended but it cracked me up when they started adding in "Verily".. I like how its kinda funny.
I like the music & the backgrounds, the tracks fit each chapters mood well. I don't know much about art, is it a mix of original artwork and existing art? I reverse searched the one that looked familiar and it looks like it is "Old Canal Port, New Jersey"?
I think maybe the start needs a little bit more breaking up with very short transition animations like some VNs do? Because the dialogue is long and pretty meta. I did get used to it quite quickly but transitions would help a lot imo.
(Reminds me a bit of Path of Exile's Maven & the Envoy lore but even more existential :D)
Does it branch? I picked the negative route which was cool, but it kind of suddenly ended.. I assume that is because you haven't finished yet?
Woops, posted this comment on the game page and not its jam submission, reposting here:
Awesome, found it hard to control but thats not suprising since I haven't played KSP or any game similar before, seems like it could be a good "chill out" game once you master the controls!
I'm not sure audio is working for me, some good soundtracks would increase playtime for sure :D
Thanks for the review!
Okay yes that bug will be next on my list to fix, whoops. It checks for success & failure on the same frame and shows both popups rather than just success.
Thanks, thats a good tip about the text & skipping, I think I will actually cut the big text intro at the start and leave it up to the smaller reporter dialogue as its way too much text dumped. But will follow that advice when I animate the reporter's text.
Thanks! :)
Yes I will be working on fixing the discard / hand draw bug next, it's an annoying bug I have been putting off / ran out of time to fix before this submission. Thanks for letting me know about the events bar overflowing, thats fixed locally now.
Hopefully by the next Marathon Jam I will have got all the major systems done & bugs fixed and I can focus on balance + more objectives.





