Cool project. Could actually go somewhere if the missing features are implemented.
I ran out of space very soon. Either the items need reduced durability or there should be a possibility to drop them or do something useful with them (like transforming three of the kind to upgraded version).
GrueGoblin
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I liked the room transition. Could be good base for a multiplayer game.
It's a pity there is no weapon or character selection for player.
The AI is weird. And there seems to be no control over the board stage.
For few rounds the point dealing worked, then after killing all enemies, the new round wasn't dealt.
This one could use some sounds/visual effects, so the actions would feel real. Maybe knocback on the enemies could add both to the tangibility of projectiles and the game dynamics which is kind of lacking now. I can see different projectiles have different effectiveness against different enemies, but there is no time to exploit that mechanic tactically. Separating enemies into ever growing attack waves with short downtime to collect rewards could smooth that up.
Thanks for playing and for the feedback.
I actually had couple of hints implemented at first (the same style the grapple pauses the game for the first time it appears), but my early testers found most of that that help redundant and annoying. I'm still working on how the mechanics could be communicated and I will definitely implement those improvements after the rating period is done.
Ok, the info generally can be found, but it could use a bit of redundancy in that department. Like showing active structures and bonuses in some HUD that is always accessible. On the same note - the place interactions (upgrades at the base, building at the building spots) is best hinted when it's available.
It is weird that the terrain is nonexistent for the player and it can be exploited to fight the wasps.
Btw. "Mr. Robot and his Robot factory" for Atari was probably my first kiss of gamedesign as it was the first game I ever experienced having a level editor for users. I know there is likely no connection but the name, but it's enough for a lot of nostalgia.
Cool prototype. I can shoot seeds at distance! (and walk out of screen in some places).
It's a pity it got so underbaked. I see the theme is mostly incorporated to the "story" (The little of it is there anyway).
But I see a potential in this. Maybe further exploring of the setting and motivation to grow a specific crop would do it good (custom orders, different effects of the crops to the outcomes etc.)
The shooting part was supposed to benefit from upgrades bought for the resources gained in the Recycler part. New weapons, different shields, possibility to donate the water and biomass to the planet to improve their population etc. were supposed to bring variety to that otherwise repetetive gameplay. Some of these upgrades are technically already implemented, but there was no time to create the UI for you to buy them.
There should be definitely more animation and fluff to the game events, yes.
Thanks for feedback. I'm already aware of these bugs and I think I know how to fix them even. Welp, it was a last minute submission and I'm glad I pulled it as it is. Even though lot of features had to be scrapped.
Maybe I'll give it some effort and release a more complete version after the voting is over.
Glad you liked the sounds. It was kind of an afterthought that was added on last day. Nobody likes to play in silence. :)
I can totally see the mainly used wild card in this. And I appreciate that. :)
I wish it was smoother in dynamics perspective. I struggled to see what exactly are my choices. Do I pursue them? They turn around and hit me. Do I walk away from them? They pursue and hit me anyway. There is certain crispness of choices that is missing here. At least for me. But maybe I didn't catch the spirit of the game yet, because it is too original...
Thank you. The idea of repurposing retrieved resources somehow installed that 'crane game' into my vision very early into this project. There are supposed to be upgrades to the Grapple Arm, the ship and the planetary shields. Some of them are even practically implemented, but there was no time to do the UI for actually buying them, so the only thing that can be bought is an extra life (and I made it so expensive that it is unlikely for someone to actually use it :D ).

