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icylilia

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A member registered May 13, 2024 · View creator page →

Creator of

Recent community posts

Hi Gizmo! Thanks for playing my game, and thanks so much for the compliments! I'm really satisfied with how the visuals and aesthetics turned out :)

I definitely agree that it could be turned into a nice little ecosystem simulator! I do agree more interactions would've significantly added to the gameplay experience, and I'm definitely interested in expanding this in the future.

I loved the game! The game was really easy to pick up and learn thanks to intuitive tutorials/initial levels.

I really loved adding the wisps into the game, as it keeps the player engaged in the downtime while waiting for dragoons to reach a certain location/explosions to chain -- which was one of the complaints I had with the earlier levels, it felt a little boring waiting for effects to go off.

One thing I will say is that I wish there were more in regards to timing planning for shooting the chain reactions, ie perhaps exposing the explosion timer and dragoon movement speed under one common scale. Maybe I'm just really bad at this, but often times, during the shooting phase, it felt more like luck (I'd just shoot and pray the chains time correctly, since its hard for me to predict chains higher than 2 or 3). If this was the point, to have players master timing strats, then perhaps this feedback isn't useful, but the way the chain explosions portion was formatted, it felt like you were aiming moreso towards strategy.

Anyways, I loved the trophies and achievements, as a completionist I was immensely satisfied unlocking all of them! I especially loved the 7th achievement, I "accidentally" got it within the first few levels and it made me laugh :) I loved the extra touch that happened with this achievement!

Hi David! Thanks for trying out my game, and thank you so much for the feedback!

Yeah that's correct, you can only walk around and jump.

I originally had more planned, like different objects/events that would be gradually introduced throughout gameplay, giving that sense of progression growth -- however, I realized I couldn't dedicate as much time as I'd originally thought to the jam, so instead I decided to focus moreso on the learning process. For me, I tend to hyperfocus on backend architecture and not so much aesthetics and game feel, so that's what I ended up focusing on this time -- looking back though, I did end up completely neglecting the player's gameplay experience and you're right, there isn't much to keep the player engaged. While I'm pretty unsatisfied with the final result, I'm super happy with what I got out of the jam knowledge-wise.