Very original game! :)
genepistudios
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Its impressive what you managed to accomplish in the span of a week! It feels polished, deep & thought through. The pixel art is lovely and the music blends well (maybe small comment: I struggled a bit with reading the font from time to time ; it does have a great pixel-vibe but to the detriment of legibility).
I did struggle to progress in the game ; not sure if its a balance thing around the #and types of cards in the original hand, or that you run out of options a little too fast? (might also just be me being bad at it) But I can see how with more playtesting & balancing this can become a great game!
Thanks for playing and glad you enjoyed it! I am indeed planning an update to the game after the jam ; balancing out the early grind is part of that + some quality of life features in the terminal (like tab autocomplete). I'll also add some basic sound/audio too!
Hope you get a chance to play again :)
Had fun playing this! I thought the parallax progression was quite immersive. The combat system is quite unique I did struggle at times to actually get the damn thing to spin properly, and I did get a bit confused about the coloring system ; but I guess that with a tutorial + some practice runs to get into it it can be much more intuitive for new players.
I really like node-based progression, so that was a nice plus to me too :) Did not go all the way so did not explore yet any strategic branching, but will come back to it.
One thing that was a little hard to follow was what HP the enemy had - maybe I missed it? But it felt like I just had to wait and hope for him to die?
Wow! Thanks so much for grinding through it and providing such detailed feedback, this is gold for me to continue working on this!
You pretty much hit head on everything that came out of my development "process" (more like scramble to deadline):
- Yep, the first few enemies are a balancing mistake. I'm gonna add a new "basic" enemy class & also upgrade all ending enemies to more thought through bosses (And that might be the opportunity to add some specials for them?)
- I was really keen to have all 3 types of actions (regen, fuel and upgrades) ; the upgrades are something I really wanted players to use, but I guess that given its a bit unbalanced its just worth pushing hard on dark matter and then using glucose on membrane.
- In the future I hope that I can create more combo opportunities across the specimen beefing up and evolution boons
- I also need to make the fuel consumption more of a constraint and travel to be more "punishing"
Thanks again :)
Had to read through the comments to figure out I had to follow the little particles (tbh it felt fairly obvious once I tied it back to the gravity haha)
Cool concept - not sure how far you could stretch it to make it a "bigger" game (but that hasn't have to be the point of course!). Quite like the minimalistic graphics (and love any game in space)
Quite attracted to this game. I feel like you've opened a lot of cool doors and you needed more time to get all the magic to operate (for instance its unclear at first glance what role the various resources play or how the correlation between a move and time affects the game).
Also I love sailing games :)
Thank you! You are too kind :) I'm really glad you enjoyed it and had fun playing it for a while.
The bash command is really what I was aiming for :) I've been spending a lot of time in C lately and I wanted to somehow get that feel of flow coding and spending time in the terminal in the game. TBH I spent most of the game jam putting together my custom terminal system for Godot :)
Your feeedback is super helpful - I'll definitely incorporate in the next iteration (I already had autocomplete on my list). I actually thought about the map view when play testing in the browser, but it was too late to implement (I somehow entangled my naivgation system with the fuel resources too much
Thanks for the review and really glad you liked it :)
I'm getting pretty decent feedback overall so it feels like its worthwile continuing to explore the concept.
And indeed, my idea behind the upgrades is that it will look much more like Hades (so its not just a +X on one of the three features but also some multipliers & additional effects)!
Thanks for the review and the rating (and the video is nicetoo!)
Someone else mentioned the difficulty in getting through the first few fights, and I think its down to my lack of time to balance it out...I think I'll add some more basic / easier enemy types for the first star system and then create separate bosses (did not have time to get to that either!)
Sorry if I wasn't clear. I guess my impression was more of a quest-like feel rather than a "journey" (where there is a beginning, a travel and a destination) ; maybe I misinterpreted it, but I felt like going back and forth to find each flower had more of that quest-like feel, but maybe Its just my interpretation of what we mean by journey here.
In any case - loved it :)
Art is beautiful and the overall feeling of the game is great. It also hits the theme spot on.
I did miss a little bit the "game" component to it ; the choices at the end of each level lack a bit of strategic depth (feels like the outcome is random and you don't have much control around your management of resources for most of them).
As a contemplative experience it was great :)
Very cool to play one of your games where I'm actually participating in the jam too (my first one) - have been following your videos for a while!
Really like the overall visual/graphics and vibe you create. I did run into a couple of bugs, the one breaking one being the game being stuck on a dice being rolled and not responding anymore
Nice vibes and atmosphere - feels great to play. Good juice overall too. I did find the contros a little bit annoying at times (like I was constantly just figthing against the wind, but the wind wasn't really adding a strategic dimension to the game itself).
Was curious if the white/gray bars left and right of screen are supposed to be fog of war or a graphics bug?
Nice vibes and atmosphere - feels great to play. Good juice overall too. I did find the contros a little bit annoying at times (like I was constantly just figthing against the wind, but the wind wasn't really adding a strategic dimension to the game itself).
Was curious if the white/gray bars left and right of screen are supposed to be fog of war or a graphics bug?
Dude made a whole 3d game for the jam - impressive!
Very cool snow mechanics and good immersion with sound effects etc...
Also, gameplay is deeper than it first appears: managing fuel, food all at once really does require a good balancing act.
I did get a few visual glitches, but this feels like the kind of game that can immediately look publishable by upgrading the models & post-processing!
