Haha, thanks a lot for the praise XD
Lestavol
Creator of
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Neat little physics mechanics for the game. I enjoy the visuals too. However, I would really have liked there to be a lot more feedback on player action like opening the door triggering a sfx, an animation, or some sort of indication which lever connects to which thing etc. In fact, a lot of elements in the game could use a lot of juice/feedback. For example, the "oxygen" bar, I didn't even realize it was a thing until the game resets the level for me a few times, which honestly feels kinda bad when it's deliberately janky like this.
Tbh, the game didn't feel rage-y/funny to me, yet it also didn't feel like a super solid, satisfying platformer either. It sits in a weird, uncanny valley territory. In other words, perhaps it just feels under-realized as a concept due to tie constraint of a game jam, or for some other reasons.
Wow, extremely well made game. It deserves some more recognition. I reached the "end" of the game (I just decide this bottom left corner is basically the end) after like 30 minutes playing it. :D 
It would have been nice if there were some sorts of celebratory rewards for reach max level, or some sort of ending. After playing the game for a while, personally, I would also consider just combining the pickaxe and the sword attack into one action, to prevent requiring the player to constantly switch back and forth between modes.
On that note I think you should also add clearer instructions in your game or on your game page, because there weren't sufficient tutorials on how to play the game. For example, I didn't how to switch to sword and tile placement mode for a while, and I discovered it to be Number Key 1, 2 and 3. Changing the game page during jam rating period is allowed so I would strongly suggest you do it.
Overall a very enjoyable game, well done!
Really enjoyed the arts for this one. The sounds and music also gives a really good atmosphere.
Likely has been said a lot already now, but I felt overwhelmed by the amount of mechanics when first thrown into it. Having made card games for game jams myself, I understand that it must have been difficult to craft tutorials after the time spent implementing the game itself.
About the game itself, although I do think it feels polished, especially for a short game jam, I also think it felt under-realized. While the core idea tries to marry the deckbuilder genre and the basebuilder genre, I think it's very clear that this was a card game first and the base-building mechanics feels very shallow. The bulk of the game is all about resource-management, but the base building aspect doesn't really interact with that part at all. The buildings (cards) don't interact with each others. I didn't get why there was a "Discover tiles" mechanics (except for the theming of being on an alien planet). The map's bottom part is also covered by your hand a lot of the time.
Overall, I agree with other commenters that this game has potential to be expanded, but personally I would try to lean more into the base-building aspect of the game to make it more unique in the genre.
Haha, thanks for playing! That would have been a very nice idea indeed, but then again since it's a collaborative project it could feel like players could be hearing one song much more often than others, which seems a bit unfair to our multiple composers so we just decided to shuffle them randomly as you play.
Very pretty game. I would have loved to have more satisfying sounds like for when you walk or pick stuffs out.
Having to precisely hover the items to be able to pick it up in a game where it's all about doing that exact activities repeatedly feels a bit too slow paced for me, would have liked to see the game a bit more streamlined.
Also I know you already addressed it on the game page but the high mouse sensitivity really killed me 😅
Nice game! This is indeed a strange place to find yourself in, and something I find resonant on a personal level.
I would have the same feedback on gameplay improvement ideas as others here, like ability to skip ahead dialogues, or more feedback in the UI like highlighting when hovered an interactable object etc. Because of the slow pace of the animations, sometimes I don't know if my click was registered or not.
I would also have liked to see a volume settings menu since I find some of the SFX feels a bit loud.
I enjoyed this game, even though I would say I'm kinda bad at bullet hells haha.
I like the theme and the overall straightforward gameplay. Personally, since I find that the most obvious way to play the game is to spam the attack button all the time, I found requiring clicking the mouse buttons continuously get tiring very fast. I would have loved to see the ability to just hold down the button and focus on the movement aspect.
Good job on your first game. I would have liked it a bit better if the main character was somewhat more proportionate to the environment.
The game mechanics were a bit unclear to me, aside from the box pushing. But even that I struggled at first to recognize what can or cannot be pushed. In the lava levels it seems there are additional mechanics where the box "suck"(?) the brown dirt(?) in but I'm not sure what triggers it or what's the supposed mechanics is. Would have loved some more tutorials/explanation.
The theming on this game is very well done. The visuals are fun, although it would have been nice to have a bit more animations and juice. The sounds are very on-theme as well, but I find it a bit tiring since you didn't apply any pitch shifting to them.
On the gameplay side, I would have to say it's a bit too tried-and-true. On in other words, I thought the cards themselves are too alike in games like Slay The Spire and doesn't offer much in terms of originality that differentiate your game from other deckbuilders, except for the theming. Although I understand that it is a game jam, and not always possible to come up with unique mechanics (or implement them in time), but I would be interested to see if you can apply some unique spin to the genre from your chosen settings.
I enjoyed it for what it is, although I thought it got a bit boring if you only tend to do the correct sorting. I wish there was some scores, time limit or something to unlock as rewards.
The content of the game is based on popular games or game franchises but I suspect if someone with completely no knowledge of gaming in general would be quite confused with this one, haha.
The screen can feel a little difficult to read, especially on the set resolution on the game page (I had to full screen the game to read it properly).
Nice, short and easy to play game. As a point-and-click game I actually quite enjoy the fact that the game is constantly kept going. A lot of adventure/point-n-click style games, especially in game jams, tend to drag on, but this one didn't, so well done!
It must not have been that easy to come up with all kind of puzzles in such a short time, and I enjoyed some more than the others.
Personally I think it would have been nicer to use all 3D models, or with somewhat more coherent arts, but that's a small nitpick.
Thank you for trying out the game and your patience in waiting. We have uploaded a build that fixes the bug. We would appreciate it if you'd like to try out the game again and let us know what you think of the new version 😊
Also very interesting to hear that somehow you got 100K junk at once, I haven't even gotten myself haha.
Very pretty visuals, especially the water level. Quite impressive for a jam game.
Unfortunately I did get stuck at the water level as well, not sure how to proceed after setting down the fish item.
The space felt pretty weird and dream-like, very on theme. I like the blocky fishes that swim weirdly haha.
Nice visual, audio is fun as well.
For this type of game, I think the speed at which the game operates is a little slow for my taste. There's also some small bugs like the characters doesn't respawn immediately after you possess another, so I thought you can only possess them once. I would have also like if the dialogue text could be fast forward or skip to full sentence when you click it.











