I had a go at playing this with my dad this evening, though I suspect it works better when you're willing to push the other player's hand out of the way. Still, the concept is really neat, and I enjoyed the presentation! One of the messages I had to type in gave me a chuckle: "Four hundred moonbears have invaded the colony and are eating all the good Quality Street."
JohnGabrielUK
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Level 4 got the better of me, I'm afraid, but this is neat! I think I hear GXSCC being used for the music? Either way, it's fun. One slight complaint is that you use the mouse for the UI, but the keyboard for gameplay, and switching between the two isn't ideal when I just want to hit retry immediately.
As if it need be said, those visuals are brilliant! They remind me a little of a Scott Pilgrim game I played ages ago. The sound design is on point, too, but I wish there was a bit more of it.
Plenty of neat touches in this one. The writing is funny, and I got a chuckle out of how benches split in half after you've sat on them. The game softlocked on me during the second boss - neither one of us could hit the other - so I didn't see everything there was to see, but I enjoyed what I saw!
Finished it! I enjoyed the design of the towers, and the sound effect letting you know that a tower has failed is very welcome. Other than that, the game sounds like I'm making popcorn. :P
The way you place towers is a little unintuitive; my first thought was that you'd select a tower, then click on the location where you wanted to build it.
I enjoyed this one! The art is definitely the highlight of the entry, and the writing is on point too - there's something about the UI and the placement of everything on the map that makes it all feel a bit real.
At the risk of being harsh: I'm afraid the music doesn't work at all. It's too short, and it doesn't convey any sort of mood that you might feel trying to survive in the antarctic. The sound effects are a little grating, too. But that's about the extent of my gripes - it's a really solid entry overall.
The writing here is really effective - to the point that I'm afraid I ducked out after a couple of levels. Take that as a sign of a well-written story. One complaint is that, on my 4K monitor, the window is very small, and the fact that I couldn't resize it or go fullscreen meant I was squinting a bit.
Had to play this one for myself after seeing it on Vikfro's stream, and it's just as impressive to play as it was to watch. I only wish I had direct control over my attacks - it's not as fun to swing a sword around when you're not the one swinging. Anyway, this game is absolutely packed with neat touches; the hard drive sounds on the loading screen, the indicators showing where enemies are going to spawn in, and all the different ways the audio and visuals can glitch out. Fantastic stuff!
One last thing: the lines you get just before the boss fight are really heavy, and not in a way I think you intended them. Maybe I'm being too sensitive.
Thanks for playing! A lot of people have mentioned the navigation - I think it's something you have to carefully consider when you're designing an environment for a game like this. The five-button system I came up with was my attempt at a solution that would be quick to implement, but I should at least have explained it in-game. I'll try and refine it in a post-jam update. And perhaps I should give the player some feedback as to which of their answers is wrong?
There are no missing levers! I originally intended for them to be scattered throughout the area, so you'd have to pick them up and put them back into the machine before it could be used, but that idea had to be scrapped so I could make the deadline. I haven't played Ethan Carter, but maybe I'll check it out! And yes, navigation seems to be a common issue. I'll see what I can do to improve on that. Thanks for playing!
Thanks for giving it another shot! And for the detailed feedback. The navigation is definitely the game's biggest problem: it's broken into five buttons: left, right, up, down, and center, but I could at least have done a better job of communicating that. I'll do a post-jam update that makes the movement a bit less rigid. A hint system might also be in order.
I had fun with this one! There's plenty of personality to it. And that ending twist... :D
Couple of things. One, the music cuts out rather than looping, and second, the Windows download doesn't work (I don't think that's in your power to fix, though; I had the same thing happen in a previous game of mine).
I really enjoyed this one! Admittedly, I initially clicked on this one because it reminded me of a game I made called Cosmic SNAFU (I'm not plugging, I swear); this one has a similar concept, but implemented much better. And there are tonnes of great little details that really sell it; the way asteroids knock your ship out of orbit when they impact, or the way the duct tape is thrown about when you fire your thrusters. It took me a few tries, but finally getting to the station was really satisfying.
Five stars, across the board. Having the score in a minigame be a requirement for a dialogue option is a brilliant bit of design - I don't think I've ever seen it before. The character designs are absolutely spectacular, the writing is spot on - I don't think there's a single thing this game does wrong.
I was so determined to get onto that leaderboard! Didn't quite make it - I'll have to settle for the #15 spot. That's a great way to keep me playing for much longer than I otherwise would have.
There's something very poetic about the scenario. Engineering a situation in which you're not in control at all, but in which you can manage the chaos just slightly better than your opponents. Feels metaphorical for something, I'm just not sure what.