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mai.michael.dev
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Big work for a jam, I must say. I'm a big fan of economy optimization games, and although I liked the concept and what you've made for this jam, there's some space for improvement here. I want to give you some feedback on this.
What I like:
- Really cool sci-fi minimalistic vibe, reminds me of Tron
- I really enjoyed the route you took with the hybrid resource management/tower defense game
- The soundscape and feedback effects are really satisfying.
What I would improve:
- In my multiple runs, I often found myself unlocking units but never using them because the resource needed was locked behind a reward for defeating a boss. It's frustrating to "waste" a cool upgrade on something that you never use. I suggest making units available only after the player unlocked the required resource, for example
- The rewards are too scarce for my taste. I would like more spread-out rewards, maybe of different tiers and power levels
-What I wrote adds up to the spiking difficulty that makes it too hard to progress after the first boss unless you're insanely lucky with the pulls.
In any case, you did a huge amount of work for a jam, and these types of games require a lot of balancing to perform well, so I'm positively surprised by this game, and I hope youkeep working on it. Great work!
PS: There's a typo in the tutorial where you call the game "THIS IS OUR PLACE" instead of "THIS PLACE IS OURS"
I love physics-based games, especially the ones that allow you to build momentum and GO FAST. This one is a beautiful example of these types of games, and I loved it. Played it till the end, very fun experience with the right amount of challenge. The aesthetic is also on point, and you nailed the theme. Amazing work!
What can I say? This game takes every teaching that Celeste can give and expands on them. I see the attention to detail that you put into this, and I'm amazed by what you were able to achieve in just 5 days. I see that Jevans did a great job listing all the amazing things that this game has and things to improve, but I'd like to add just two things to the improvement section:
- Sometimes it was really hard for me to see the entrances and exits of a room, especially the dark purple one, and I found myself reloading some levels multiple times just because I didn't see that there was a path right there, trying impossible layouts. Even if a little dark, I wouldn't change the lovely atmosphere of the game, but maybe highlight the room junctions in the build mode to signal players where they can connect rooms effectively.
- The other thing is just a thing I would love to see if the game gets (I hope it does) expanded, which is more possible layouts and solutions for a level, instead of a "mandatory solution." Even just one more direct but hardcore layout for skilled players in platform sections would do great.
Overall, an amazing work. I can easily see this as a complete game, and with this level of polish and attention is just a matter of content. Thank you for making it :D
I wish I had more time to build up the story better, sadly is a little rushed and doesn't really create that sense of uncertainty, but I'm really happy it pushed you to uncover it!
Thanks for the feedback and the suggestion. You are completely right, more "tactile" feedback would improve this so much.
Thank you for playing :D
Thank you for playing through it and for the thorough feedback! There are a lot of things to improve here, and this scrappy dialogue system is one of them. A "text speed" setting would help for sure, as well as a better "click" detection :P
But I'm happy you enjoyed the mood and the atmosphere; they were my focus!





