hell yeah, somebody got the inspiration!
HumanIsRed
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Didn't expect to see a puzzle game this thorough in a game jam, well done! The mechanics are pretty interesting and I think you've visualized them well, also good job on guiding the player's hand through the first few levels. I got to the last level ( that was pretty challenging since I'm don't play puzzle games often) but unfortunately the game crashed lol, that happened in the web build. Either way, it was interesting to experiment with the seed placement and see what happens until you find the solution. Personally I wouldn't restart the whole level if the player made a mistake and maybe would add an undo button but limit it to some amount. Having to restart every time I made the wrong move kind of made me start memorizing the steps I take which may or may be not what you wanted from the player. Maybe this would make it too easy, so I'm not sure. I felt that reasoning about each seeds possible interaction with other seeds was pretty hard so sometimes it paid to just place seeds randomly until a solution kind of takes shape? Maybe I'm just impatient.
Either way, good game, smart design!
Hey, thanks for playing! Great suggestion about being able to influence the adventurers more directly, I think if I were to remake this game properly I would've focused on adding more mechanics related to luring heroes into traps and such from the start, this turned out to be in there by accident but it is fun.
Really neat little idea, good take on the theme, lots of well designed levels, and I especially liked that moving Ghost mechanic. A bit of nitpicking- there were levels where you have to die a lot and you are set back to the beginning of the level so you have to make your way through the level bit by bit, bone by bone. I like this concept, but I think if there was a checkpoint somewhere in the middle of the level that could update the spawning position of the player then they wouldn't have to go through the same motions of completing the early stages of the level again and again, I think that could improve the flow of things a bit. I also encountered a small bug- sometimes the bone would spawn on top of me after I died instead of where I died and it would prevent me from moving forward but gladly there was a respawn button to help with that.
Overall, really nice entry, I think it's scoped really well for a game jam and manages to be exactly what it was meant to be.
Hey, thanks for the reply! Right, now that you explained it it makes more sense and I can see how it can be interesting but also hard to communicate. Maybe something simpler and more immediate like "choose one upgrade to throw away" could've also worked. For upgrades I think that if they just had used a larger font and a shorter description as well as a simple icon to make them more memorable it could've been pretty good! But it's a game jam after all so I understand that it might have been hard to manage to add in time. Also, thanks for checking out my game in return!
The core gameplay is compelling and fun! Running around at high speed and shooting those piercing rounds was satisfying, the style of the game is on point too and I liked the music quite a bit. I'm not so happy about the choices given to you when you die, gambling can be fun the first few times but basing all of your progress on chance every time removes from the feeling of agency and participation. There was the choice of continuing with powers or with the gun instead but I didn't really understand how these affected the run, sorry. Also, the upgrades seem cool but there's just a small piece of feedback, I think it's hard to read what they do and also monsters attacking you at the same time makes it pretty hard to choose so I was just choosing at random.
Don't mean to discourage you or anything, I liked the game and overall I think it's pretty neat. I think it could use a better structure but run & gunning which is the main aspect of it is fun!
I like the setup a lot and your take on theme, it reminds me a bit of mine ( death is an opportunity to profit.)
The art is cool, combination of gross and cute and the music is nice. The controls are bit unintuitive and hard to use, I think the main problem is with the collision boxes and movement speed. The grappling hook by itself is cool but there were a few times when it wasn't being drawn or gave me too much acceleration. I also thought that the map could use a more interesting layout, perhaps with a bit more room to swing around using the grappling hook
I'll start off by praising the visuals and the atmosphere, I think you really nailed these! The little blue humans had me laughing, really cool designs.
While I think that the shooting and the moving aspectsof the game are solid and as a standard survival shooter with upgrades it would work well, I think that without there being an actual way to lose the game lacks meaning and interest. At first I was trying to avoid being hit and shoot back at enemies but after realizing that them killing me makes ME STRONGER without any kind of setback whatsoever ( if anything, the enemies actually disappear when you "die") it kind of stopped making sense since it actually does benefit me to continue dying and getting all the upgrades. I get that you can potentially look at it as a simple "score- chaser" but without there being any kind of setback I don't see much point. I do think that if the player was at sent back to the starting room with all of their score reset (waves, kills, etc) but with an upgrade to choose from it would be more interesting since this way you're actually trying to survive and get further but if you do die you at least get a bit stronger for the next run.
Anyways, I hope this feedback was useful to you. In general I think the game has a solid core interaction (moving, shooting, getting stronger) that could simply use a better gameplay loop!
Great visuals, the sounds, the music, good level of polish overall. The controls are a bit hard and unintuitive, I think if you're using Arrows, Z and X it's best not to use SPACE as well because it's a bit difficult to place your fingers on the keys this way. Alternatively, you could've used WASD, SPACE and J or K for the ritual/ abilities.
The idea is interesting, from what I understand you went for a combination of puzzle and action platforming which is always a nice way to spice things up, although the platforming part was a bit too difficult for me. It is very challenging to manage to land and jump off the platforms in time, the duration is really short! Also, I think that having a limited amount of uses of the "put time" ability puts a lot more pressure on it since you kind of have to manage to do everything perfectly from the start to the end of the level. There's nothing wrong with the difficulty level in particular, but for a jam game it can be pretty hard for most people!
Overall I like what this game is attempting to be and the level of polish for the short duration of the jam is pretty good, keep it up!
Hey, gave it try here's what I think!
I liked the physics simulation, unusual to see that in an incremental game and I think that's neat! However, sometimes the ore would get stuck or take too long to move despite high conveyor belt speed, I think that making it a bit less realistic but more stable could've been simply more pleasant to deal with since the player doesn't expect the simulation aspect to actually affect their progress, but it was a very minor issue.
The subtle hints at the goal and what you can do with the water gun are cool, but it would be better if there was a short introduction of sorts also. I do like how souls function as passive upgrades and need one of the bots to be sacrificed. It was a bit weird how there was a "starting" bot you couldn't sacrifice, I understand that this was there to prevent players from losing all bots but I think just not allowing the last bot from any category to be sacrificed would've been more elegant.
Overall it was a pleasant experience, trying to max up all the upgrades and get to the diamond! I also do like the visuals and the cozy cavern a lot
I think that's what we had in mind, yes. Either way, I don't think it's possible to beat all UFOS in the game's current state, pretty sure there's no end sequence or anything that would respond to your progress. Still, I think it's kinda neat, that's why I thought it deserved to be at least published




































