I mean every genre has to start somewhere. :D
GrueGoblin
Creator of
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Thanks for rating and encouragement.
You are right about gamefeel. I'm aware that I usually prioritize game systems, so that animations and stuff like that come last.
Different trash already produces limited kinds of materials and you can tactically try different mixes a what materials you can gain from them. In the next version, there will be a possibility to refill your recycler in certain level of matter in it with a single Trash only, so you would get even more control over what matter is added. Yes, different Invaders would deserve some sort of personality too.
Traveling between planets and implementing events (even a hint of a story) is something I definitely considered. I'm a big fan of FTL and STS, so I always wanted to implement a system like this. But that is a lot of work and I also have another project in the works and I'm not sure if I'm ready to abandon it for this one at the moment.
Fun game! Hard to start with because the controls are on the game's page and not in the game itself.
Building mode could stay on when I want to build something in bulk, like towers and walls, instead of turning off after the first building.
It runs a bit slowly and UI doesn't fit my screen (UI panel is cut off).
Fun game! Hard to start with because the controls are on the game's page and not in the game itself.
Building mode could stay on when I want to build something in bulk, like towers and walls, instead of turning off after the first building.
It runs a bit slowly and UI doesn't fit my screen (UI panel is cut off).
Yea. The lives are a bit expensive. I wanted to compensate for the fact that there is nothing else to buy. It should be easier to buy them for cheaper (and also, with better planetary shields, you shouldn't be hit as much then).
Yea, sound/music was a complete afterthought for me added in the very last hour of development. Maybe I'll consult someone to even these up.
Goood game, very fun Katana play. And the Audio is very smooth. But everything is too ...purple.
The UI could use some tweaking. The health indicator needs to be much bigger and contrasting. Right now it kinds of blends in so it doesn't feel deserved when you die. In the same department, adding a screenshake or some other indicator that to being hurt could help.
As some weapons are bigger than some of the enemies, the threat detection is compromised by weapons lying all around. This could be solved by giving weapons different shape of indicator than the enemies have. Something that could differentiate weapons from enemies at the first glance or even by peripheral vision itself.
Ok, this one is probably the most fun submission I played in this jam.
I like that there are different builds possible based on what weapon you use.
The time based waves are a problem because you can leave a lot of scrap behind. That's what makes Flamethrower more satisfying than other options, because usually when you kill an enemy, they are close enough to pick the loot automatically. :)
I'm glad I'm not the only one who broke the tutorial. :)
It's a fun little game. It could use some kind of change of pace like breaking down the gameplay into stages. Or inserting some metagame.
Possibility to throw the trash into the furnace when you realize you picked the unrecyclable kind would be nice too.
And sadly it's not much of a challenge. Keeping all your towers up to date with stacking all available upgrades, bonuses and boost towers will cause the enemies being vaporized before they even get to the first curve. Even the last wave.
This could be solved by multiple entry points forcing you to divide your forces strategically or create set building spots where the towers can be placed, so you are forced to consider different ranges and qualities of the towers to decide where to build what.
Uff. those controls are too realistic for me. It takes forever to accelerate at decent speed and the same amount of time to decelerate.
Maneuvering is similarly difficult and unresponsive. Combined with the fact that you have limited vision, it is hard to collect anything before you run out of fuel. It is still a cool simulation project, I'm just not sure of it working as a game.
Maybe it is someone's thing, but definitely not mine.
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.)

