The concept is pretty cool and the bones of the game are there, but I think it could use some more iteration on the basic mechanic of 'reveal new tile' and 'go to tile', maybe a better control scheme like clicking around the player and if there isn't a tile then spawn one of a certain type there (based on player selection), otherwise go there, I think that could be a much more natural-feeling movement system. Otherwise really well done on the tutorial and the basic mechanics, the roguelite genre fits a game like this with potentially really difficult enemies, although its not explained where the people are coming from or how they get to keep their relics, but overall its a good game!
Mike G.
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1942 is pretty high, my record is ~2100, and I think the average I've seen is ~1500. Leaderboard and records would've been added if we had another day to work on the project (+ingame tutorial), welp. For the web build its been a long-standing bug that's been haunting me for the last year, could you elaborate what issues you've had? The only one I'm aware of is the keyboard input doesn't work on first few loads, then after a restart or two it usually works (also include OS and Browser pls)
Really cool concept, I don't think I've seen anything quite like this in the entire jam, the array shifting idea is cool but hard to wrap your head around without some extra visuals or some way of tracking the numbers and how they shifted. It took me wayyyy too long to figure out that they're wrapping around themselves, and I might be getting hands-diffed but I struggled with getting the square to move how I wanted, the dash always going to the right even with left triggering at the same time felt weird, I think there's potential here for a better game but with 48 hours I feel you, its a pretty good one regardless (so I ain't holding that against the rating)
Just reporting in,(Windows): firefox: black screen, chrome: seems to work but its got a white cover over it unless fullscreened, in which case it seems like inputs aren't in the right places (I only have a widescreen), so clicking on the paperclip seems to do nothing except move my POV to the center? Sadge, but I've watched a friend play it and it was fun so rated based off that
Completely valid interpretation, I agree we should've cleared that up with playtesters, as per usual things got hectic at the end of the jam and we couldn't get much feedback on it to spot that, thanks for the good note!
Glad the complexity was just right, took a surprising amount of iteration to land on those 4 so I'm happy it was the right choice <3
Cool game, the artwork is really nice and the music is a banger but I feel like the gameplay could've been spiced up a little more with the theme, I didn't really feel that the swapping through an alternate version was that impactful of a concept, maybe you could've counted down how many enemies you have to kill or how many jumps the player had, otherwise gj! Also I feel like the control scheme of z,x,space is a little unintuitive and could use some more thought
The art and narrative were definitely an excellent experience, personally I feel that the gameplay could have been improved, the random events that destroy the field seems to come outta nowhere and the repetitive nature of clicking and dragging each individual tile to and from the inventory and field did get tedious after a while (maybe thats intentional for the aesthetic though? not sure), either way its a really impressive feeling game!
Thanks for playing, we went through a bunch of iterations with the asteroids, and we settled on them being a background 'extra points' mechanic so that they don't take away from the 'countdown' theme of the rockets (originally the asteroid's numbers counted down too but that ended up feeling weird). If they were smaller it might've made more sense in the context of 'space' but then they would've been harder to hit and once again distracting cuz the player would need to put more focus into hitting them (esp if they collided with the planet, that would've changed the tone of the game completely), so its all tradeoffs in the end. Thanks for the idea though!
I think this has some potential to be an infinite casual incremental game, but I had a rough time with the audio glitching out from the number of collisions causing static and I think the dashing mechanic could've been slightly reworked cuz there's nothing stopping me from just spamming clicking and getting max force/aim with barely any effort. Cool idea in principle tho, gj
Cool concept, a little hard to figure out how to play without spending tons of time studying how the different ticks popup after each move, this could be an interesting puzzle game if expanded with some clear rules about how each of them acts, gj! I'd also recommend adding a tiny random pitch variation on each SFX to help them feel a little less stale and repetitive, can't wait to see what else you make in the future! <3
The one thing that killed me so many times was the inconsistent weapon attack, felt like I was aiming at the enemies and the attacks were going in random directions? But the game was very visually impressive, all the VFX (and the ability to toggle) are a nice touch, hopefully I didn't misunderstand something and ruin my own experience with that
I think the binary keyboard inputs aren't the best for this type of game, its impressive to support so many different control schemes, the visuals are cool but the menus could maybe tone down the strobing lights and be a little faster to go to the next run? I think it would also be a little more interesting for me (with worse reaction times) to see more of the track so zooming out would be appreciated, otherwise gj!
That was surprisingly difficult, I think there's potential here for a cool puzzle game but there are too many choices and decisions that need to be considered to have a reasonable chance at beating them. Freezing adds a lot of options but is also something that would only help if you knew the moves ahead of time, and I think thats the main issue, that knowing the moves is a pre-requisite to knowing where and how to position the rabbit, hmm, not sure how to solve that though
That's so fair, I should've added a leaderboard or a score-to-beat (2100 was my record) somewhere in the game, but I think that might've taken away from the experience of focusing on enjoying the (hopefully) smooth gameplay, nice visuals, and song, with a nice bonus of some quantity to compare with others/previous runs about how well the player did. Thanks for the feedback!
Very nice concept, good UI layout reminds me of the mobile games like candy crush but with a nice twist. It'd be nice if we could use numpad to enter the numbers, and I feel like there could've been a little more complexity in terms of rotated gems or having them revealed with some sort of extra input. But overall it was a good execution of a decent concept, gj!










