after a while of struggling i got the hang of it, its really fun and you get into a fun loop the physics simulation is cool and personally like thinking in vectors so it was pretty intuitive once i understood what each fuel did what the game really needs is a tutorial though! or at least some infographic with the game loop, effect of each fuel and maybe a couple of advice on how to land (and maybe make landing less punishing lmao, you get damaged by any little bump, even though the green fuel make it up to it since its REALLY effective) also it would be useful to know what does the upgrade actually do, i got aerodynamic but i still don’t get what it does in general it was fun! really cool demo, it would be cool to see a bigger game with these mechanics but more objectives
luna-paradox
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Thanks! I'm working on a update that add the cut content along with something like a plot to put something actually interesting at the bottom and a bit of dialog, it gonna take at least until January because of the season though!
Also, thanks for the suggestions, I didn't though about any of them in fact I'll be taking them >: ). The nodes have in fact different values randomized between a min and a max value, with the bottom nodes being way more rich than the one at the top to make up for the upgrades getting more expensive, but they definitely need to look different to make it obvious than node A is better than node B. Now, the "statues" giving static was a last time effort to make the progress less sluggish, but I have better ideas for that now.
Thanks for the feedback!!
Thanks, I'm working on an update that cover the cut content and some more, I'll probably have it by the beginning of January though, you know how it is with these days lmao
Also, if you have any feedback don't hesitate to tell me, all feedback and suggestions are appreciated, I may not take it because I'm a stubborn creature but I read everything and appreciate it a lot!
It's an interesting idea, my big beef with it was that the bar move way too slow for the number of deer, if you get three green ones it may be impossible to feed them because of the time. Even though the bar speed and your movement speed are upgrades I think that they should be a bit faster from the beginning and probably calibrate the timer better. I like the idea of feeding deer soup though, very whimsical and seasonal.
I loved this one, it was fun and very engaging until the end
I solved the "game too difficult" problem by using the power of unethical warfare, if you keep all your units in the wood layer safe by using all resources to defend only that floor (filling it dozens of soldiers and later archers), then you have virtually infinite wood which means you can just spam harvesters and don't worry about them dying because its a net positive anyways.
Also, if you lay out the units across the map very spread out, the enemies of the second and third layer are too slow to kill them effectively, a harvester can get a lot of food before dying just because the enemies take forever to reach them, so you can just spam miners and harvester and don't even care if they die since they're so goddamn cheap and they mostly pay for themselves in the form of safety for the first layer
The fact that the game have this many mechanics to exploit in such a short development time is very impressive, good work. I would love that you can select the units with the number keys so I could spam them even faster in the late game lmao
Arkanoid is a classic. I think the mouse input could work pretty well but it definitely need more calibration because right now it feels really floaty and its way too hard to be precise, I would suggest to change the max speed of the paddle and probably make the speed constant instead of having it accelerate. Also is fundamental that the mouse is constraint to the game screen
This one is very very good, level 10 tilted me and 11 filtered me, but is very good. The only feedback I would give is to let me restart faster, for these kind of games that's fundamental otherwise the tilt meter at the top of my head start to fill way faster and then I cry.
Also, you may be interested in a game that does this "control two characters at the same time" that I played not too long ago and is very weird and also very interesting from a gamedev perspective, is called "Hypotheses on the Symmetry between Vision and Hands", it has a demo on steam
I had everything prepared to be able to upgrade max speed, acceleration, deceleration, static collection speed (for the resource), collection reach, max HP, defense, and static tank (for the resource), but the last day rush hit that part of the game hard. Definitely something I would approach if I polish it further, the code is mostly there already.
I just feel that I need to add something else to look out for to make the trip for more static something fun to do and not just menial work for the upgrades, I need to think about this a bit, thanks for the feedback!
I'm not good with jumpscares but I went through it anyways for the sake of the jam.
I liked the crazy snowman faces and the atmosphere is very well realized for the short time. I almost finished it but I ran out of time with the last ornament in my hand so I left it there. Just a bit more time would have been great, or maybe less ornaments since the last ones feel kind of samey. All in all its a pretty cool game!
Good old sokoban, I used to not like this genre very much but after Void Stranger my brain think in boxes and I had a blast with this game. It's very polished! The only feedback I can think of are being able to do a full reset of a level and maybe give more mechanical personality to the hot side, like the ice slide tiles in the cold ones. Good work!
This was a very fun and engaging one! My favorite was [REDACTED], it was very [REDACTED]. Also, I like how the flame can get really big after a while, specially since I had a bunch of upgrades before I remembered that I had to hit the present, like, I read it in the tutorial, I just forgot because I got in the zone. As feedback, I guess there were other priorities but a health bar or feedback that the henchmen died would have helped a lot taking in consideration that the flame cover the area completely, I was never sure if they died or not. Cool game!
Yeah, the polish its mostly because I took hard advantage of the pitch black ocean. Most of the game its like three assets and the endless dark, the wall its a 64x64 tile repeated forever for example, it would really hard to pull this off in another environment where you can't hide most of everything!
And you're right, it say press instead of hold, I had another person have the same problem in fact, it's a really quick fix so I'll do it right after ratings are finished!
Hey, submarine game enjoyer too! It's fun and very engaging, its cool to move around which is always a good thing and the upgrade system is long enough to keep you hooked. I just didn't really understood the part with the hot and cold debris, at the end it work just as a "lot of debris is bad" system I feel. Overall is really good though, I maxed out everything and had fun.
The moment I saw the cool low poly dude with the sunglasses and the music I was sold. Very strong presentation and fishing mechanics are a classic for a reason, I made this extremely burn fish and I think that's beautiful
Edit: Referring to the other comments, I didn't had any performance issues but I do have a very decent PC. I was using Firefox if that's worth anything
This game is a vibe, the feeling of driving around the small planet with the dramatic light change is very cool, also I loved how the stars sky boxes looked like. A bit of extra feedback when hitting something destructible would go a long way, like a sound effect and a bit of shaking, and maybe a car motor sound effect. I know it's in space so there is no sound, but the rule of cool... think in the rule of cool!
It is a bit slow! I wanted to make it like atmospheric and heavy but I took it a bit too far and lacked play testing for obvious reasons so it was a bit TOO slow lmao
And yeah, I had high expectations for the ending but I could barely made it in time so that was what I could rush, progression in general was the most rushed part of the game by far. I wasn't planning a sea monster, but a sea entity with a bit of ominous dialog and a illustration, but so its life
Thanks for the feedback!