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genepistudios

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A member registered Sep 09, 2023 · View creator page →

Creator of

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Very original game! :)

Thanks! I've had a lot of feedback on the early grind and I'm working on balancing that out for the next update (after the voting period is over) ; I also want to add some QoL improvements to the terminal (like autocomplete) so its less of a pain to type the same commands over and over!

Kudos on impressive visuals, atmosphere and a very unique vibe you created!

I struggled playing the game though, as it was very laggy/slow (admittedly I only played on the browser) to the point it would freeze entirely.

Fun little game! Very satisfying basic game loop. Feel like you could add some incremental aspects to this game with some numbers going up and extend playability!

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!

This has a lot of charm. The graphics are really on point, its right on the theme and already has quite a bit of depth. I really like the anchor mechanic too - very original!

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 :)

Thanks for playing!

Agree with your feedback, I'm already working on a next version with more balance, a basic enemy type for the first levels and a better resource management. Tab autocomplete is also planned!

Thanks for the feedback and for playing! Indeed, the grind is something I need to balance out, I'm also planning to have autocomplete in the terminal to make it less annoying.

You can accelerate the combat using the arrow keys, but maybe that isn't obvious enough?

Thank you for playing :) ! I need to balance the game indeed to reduce the grinding aspect (some of it is part of what I was looking for, but just too much!)

Not sure if I'll go all the way to VIM motion but I'll add autocomplete & shortened/single letter commands for sure!

Thank you so much for playing, completing and actually writing out this super detailed feedback - this is super helpful and I'm keen to continue developing the game, so its a great starting point. Much appreciated 

thanks a ton for playing!

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 :)

Took me a little while to get a hang of the controls. Thought the physics was quite predictable, which made for a cool experience once I managed to control my cat!

The art is amazing! The overall vibe of the game is just great. Also quite impressed with all the characters (Each with unique personalities), dialogues etc.... keep it up!

The art is amazing! The overall vibe of the game is just great. Also quite impressed with all the characters (Each with unique personalities), dialogues etc.... keep it up!

Very original and funny :P Found the controls to be a little difficult at times

Very original and funny :P Found the controls to be a little difficult at times

Great game!

Fun little game, ended up playing until the end (got very scared when I saw #9 haha)

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)

Nice game! I particularly liked the art direction. the upgrade screens give it some good progression & makes you wanna carry on playing

Was a bit confused by the aiming system (the stick didnt seem to be aimed at the direction of the mouse?) Also had a few bugs with enemies disappearing

Nice game! I particularly liked the art direction. the upgrade screens give it some good progression & makes you wanna carry on playing

Was a bit confused by the aiming system (the stick didnt seem to be aimed at the direction of the mouse?) Also had a few bugs with enemies disappearing

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 :)

The art is really cool! As you mention yourself as you can't die there isn't too much challenge, but I can see that with your artistic skillset you can quickly turn this into a fun arcade game !

I would differentiate the projectile color, it can get a bit confusing!

Thanks! Yes indeed, I got that comment from a few other folks. The start of the game is a bit unbalanced unfortunately. In the next update post-jam I want to add an easier enemy class just to make the first star system easier to go through!

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 :)

correct! Its my work monitor 🤫

Was good fun anyways!

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? 

Thanks for the note and rate! My original itnention was not to make it an incremental game (was going more for a roguelite/ mix of He is Coming and Hades), but I can see how you'd see it that way.

Good point on shortening commands (someone else suggested autocomplete too)

Nice, short and fun. I think the exploration dynamic could be pushed further. 100% within the theme

Nice - on the short side but well polished and cool graphics! The atmoshphere and bee-hive theming is really cute too. Maybe not 100% aligned to the journey theme, but makes up for it!

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!