Extremely serious premise with equally serious presentation. I feel like there's a lot of potential here, but the wobble is way too much, I couldn't play longer than a few minutes.
Khyi
Creator of
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Very fun concept, though a bit too difficult at times, but the controls being challenging is part of the fun. A map marker or arrow showing where to go next would be appreciated, it's very easy to get lost without it, and after a while my arm was physically too tired to continue playing. Still, it's an interesting challenge, reminds me of old GTAs and Micro Machines.
Thank you for the feedback!
I was debating making the orbs proximity-based instead of raycast, but for the sake of it being "self-explanatory" I wanted to make sure the player is looking at the orb to see the energy flow into it, and positioned the gate such that the lights display going up is visible at the same time. If I made this into a full game I would probably change some of that.
I agree that it would be nice to have an ending, but imo the only ending that would make sense in a game like this is a bossfight after 2-3 floors, which I didn't have enough time to implement.
Thank you for the feedback!
I had briefly considered simply making each weapon less effective to the opposite colour, but part of the core concept I wanted to include is a risk-reward relationship with higher level weapons, meaning a fast-firing but inaccurate weapon is technically better at taking out crowds of enemies, but also riskier to use because there's a punishment for mismatching weapon and enemy colour.
Focusing on the sacrifice mechanic seems like a good direction for future versions, a lot of commenters seem to like that segment of the gameloop "chain" ;)
As for the narrative justification, I have a sci-fi concept in mind involving hard light fabricators which would also explain your weapons magically upgrading mid-combat, but telling that story was beyond the scope of this jam entry, especially with such a small team.
Thanks for playing! I'll try to make the weapon transition more obvious, right now it plays a sound and of course the model changes, but I was considering flashing weapons white before they change.
The stun happens if you shoot an enemy with the wrong color, if it also happens at other times let me know, if so it's a bug.
Great combination of intuitive controls with a gameloop that encourages experimentation, meaning it's okay to not explain things upfront.
The visual style is also great, love the alchemy theme, but I wish there was some way to pin the scroll so I don't have to hover over it every time, or if the combinations were more obvious. It all made sense until I saw yellow+blue=purple, and then the second and third tier doesn't seem to have any obvious logic I could discern.
Very good game though, out of the few I played it might be my favorite so far.
Neat survivor/crab-like game, but I have a few bones to pick with it. Being in a herd of identical looking dinos can be confusing, especially when all of us are green and so is the background. I wasn't sure about enemy attack ranges, areas and timing, a few games solve this with a visual indicator of where an enemy is going to attack, rather than just relying on animations. The evolution animation and the different dino forms look cool, but didn't really add complexity, since all 3 attacks behave pretty much the same.
Cute premise and art style, would have been even nicer with some music. The controls feel odd, in one place you use WASD to move but have to press space first to fly instead of just W, in another you move with the mouse, but still select with E instead of clicking. A more unified control scheme would make more sense.























