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HugoRade

14
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A member registered 3 days ago · View creator page →

Creator of

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Quite liked it and played through all missions! Interesting concept and mechanics. Sometimes it became borderline tedious having to wait for the trits you want to appear

Ah, thank you! Will try it out!

Cool game! Really like the concept, and think it could make for a really good game! I was not, however, a fan of when souls spawned mid-game, as that was impossible to plan for, and every time I had to instantly restart the level 

Glad to hear that you enjoyed it! I feel that expanding upon the game would be somewhat challenging. We would probably need to introduce some kind of permanent progression as to not increase the mental complexity too much, and not run into the risk of it feeling too tedious

Thanks for playing, and I really appreciate the feedback! Agree that improvements could be done in all those areas

Thank you for playing, and for your kind review! To be honest, the controls were not really something we considered very much during development. We mostly just added a new button at the right side of the screen whenever a new action was introduced. One easy fix would be to use the same button for activating and repairing. Same goes for grabbing and withdrawing

I liked it! I did not have much difficulty with the combat, even though I never managed to understand what "Rest" was. Found 12/14 items, but could not understand where to find the final 2

Fun game! Wish there were more built-in incentives to explore further from the colony. Felt optimal to just pick up everything on the three closest planets and repeat the process. Decided to mostly do that and then beeline to the north east, up to "Saturn"

This might be the most different and clever interpretation of the theme, that I have enCOUNTered so far! Liked how it all went DOWN

Thanks for playing! My idea was to add in stars based on how many deliveries were made. At best I myself managed 35 myself

Thank you for playing, and glad you liked it! Agree that the deliveries might not be strictly necessary in the current state of the game. Just surviving as long as possible without getting stuck migt work just as well. My idea was that the deliveries would make it easier to expand it with more varied levels in the future.


I can see what you mean about out games being somewhat similar. I like how you managed to take the same core idea and turn it into a less stressful, but just as challenging game!

Nice work! Played the game all the way through, and overall really enjoyed it! The last level was challenging, but managable. Liked the differences between the bosses, and it is easy to see how this could be expanded in several interesting ways. 

If you are to continue developing the game, I personally think it would be a bit more satisfying if, instead of the number of bombs increasing as much with time, the added complexity instead are given to the bosses. That could for example be in the form of more frequent jumps, or shorter weakness period for the two bosses respectivelly. With too many bombs you sometimes run into a situation where it almost feels impossible to make it out.

Easily one of the most enjoyable games I have played so far this jam! The loop is satisfying and the art is amazing. Initially I was drawn to collect all move-bonuses, but later realized they often cost more moves than their reward. 


I would have prefered if the gaps were not instant losses. It is a bit unsatisfying being on a very good run with 80 moves left and then instantly get a game over (exacerbated with lag on itch.io). I also encountered a bug where I was unable to move and just had to wait until the cannons had their say with me

Really liked the first puzzle