Well, the jam is over, and now that I can, I’ve updated the build to fix the softlock.
Possibly could had scored better if I had caught it before the deadline, but it’s a lesson I needed to learn.
The Good: Wow, I must admit, each level did have their own way of solving them, and they weren’t too hard to work out. And it’s a well-polished Pico-8 game all around.
The Meh: I just wish there was a bit of music just to mix up the sounds of moving around.
Post-Jam suggestions: The only thing I’d add would be some music, and maybe an in-game timer for speedrunning.
The Good: For a game made in two hours, it isn’t that bad…
The Meh: …But I feel there could had been more time put into it, because it’s a rather bare bones incremental, just not in the usual way of “number go up”.
The Oof: It wasn’t clear that I had to click the dialogue to dismiss them, which didn’t help much.
The Wow: …Although at least after the main story is over, it becomes a more ‘proper’ incremental, just with negative numbers.
Suggestions: Put more into the story, and maybe have an alternative clicking command, like maybe space. Oh, and either allow the dialogue to be dismissed by clicking outside of it, or make it clear you need to click in it to dismiss it.
Yeah. I do have a fix ready to release as soon as the jam ends which fixes the bug by replacing the gate, adding a button where one should had been, and adding a sign making fun of the bug and giving a bit of lore reason why the bug happened.
After testing, that thankfully seems to be the only level which had a bug like that, so the good news is that the post-jam version should be completable up to Level 00.
The Good: It’s an interesting take on the theme
The Meh: Not as many ways too automate the countdowns early game
The Oof: It feels rather light, and is kinda lacking compared to other incrementals I’ve seen in the past. Also, I would had liked some music to listen to… Guess if I play it, I’ll boot up YouTube and listen to that instead
The Good: I must admit, of the games I’ve played so far, this one is one I’d possibly come back to, as it’s well executed, and I do love me a good mystery
The Meh: Some of these puzzles can be downright tricky to figure out, so I have yet to 100% it, but I do like how there’s a skip option in the menu.
Post-Jam Suggestions: Maybe having a hint system in case you really get stumped, but it isn’t required.
The Good: Hey, another Pico-8 game! Which controls well and has some good SFX and the like! Also, nice menu.
The Meh: I do like the idea of the fury gauge, even if I’m not 100% sold on it fitting the theme, especially when at full fury
The Oof: I couldn’t get the hang of some of the actions.
Suggestions: If you have the tokens to spare, maybe add a back to menu option for the training area? Also, maybe convert the stats into a final score so it’s asier to see what is more important: surviving, or killing foes.
The Good: Fun little concept, fits well, and a cute artstyle
The Meh: No real story, and audio is limited to SFX only, but it’s okay as is
The Oof: I’m on laptop, so I can’t use the middle mouse button, making some bits hard to control and cutting a bit into the enjoyment
Suggestions for post-jam: Alternative way to move and rotate the city without using middle mouse button, maybe add a bit of music, and maybe add a rating system based either on how quick you hit the goal, or how much you earn when time hits 0.
I had thought that Level 00 would be a boss fight of sorts when I was designing the game, but I ran out of sprite space to make the boss, and I didn’t have any ideas for how to do them. Also, maybe if I had ordered the levels I’ve done differently, instead of ordering them as I made them, it would had been easier, but I had decided to do most of the mechanics early so people can see them all.
Well, a download wouldn’t help. And in my testing, nothing like this happened at all. This is because there’s only one (load-game:) command, and that always runs before any saving of the game.
…Wait, the heck? That is very confusing… Oh, right, I think I know the exact issue now. It’s because of the redirect when you start a new game making the game think it’s a certain screen when it should be the main menu.
Because some questions might be often asked, I’ll note the answers down here.
Q) I don’t have the reward for a bad ending! Are they bugged?
A) You need to make sure you start a new game after getting the bad ending, and not load in a manual save file as that will override the checks which tell the game if you completed an ending. This may be why you don’t have them.
Q) Where are these endgame items I need?
A) There’s a total of seven of them, of which one can be seen easily close to where you start, and three more are hinted at if you have the Generator on hand. You’ll know if an area might have one if you look hard enough…
Q) How do I get past the keycard doors?
A) You need to find a keycard of the right strength to unlock it. They go, in order of strength, Grunt -> Executive -> Admin -> ??? - and you should be able to get each of them in order. However, some keycard doors can be bypassed through vents… If you don’t mind getting dirty and losing time from crawling through them.