Thanks! I do want to keep that feeling of annihilating everything, but make it less common and more based on figuring out builds that have synergy. Right now the best choice for upgrades is usually to stack additional shots and fire rate, but it would be cool to have more complex interactions with upgrades and the player. Maybe players could pick different ships, and they each have unique shots/abilities that benefit from upgrades in different ways.
Mellifluous Games
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Thanks for the feedback. We've definitely had a lot of people tell us the first levels are too difficult. I think they were poorly designed because enemies leave the screen and it makes the player feel like they're wasting points/potential upgrades by letting them pass. Doing nothing is often the "optimal" choice to get to the next level which feels terrible.
We're planning on easing the difficulty curve and trying to put more of the difficulty on the bosses, where you can learn attack patterns and make progress by improving your skill, whereas the levels leading to them are more for deciding your build and destroying things.
Game balance is something we definitely need to improve on.
I'll save you the effort. There's only one ending so far, but we would love to add follow up difficulties and stories! It would be cool if some prisoners escaped multiple times and the story progressed beyond where it does now.
Let me know what you think of the theme you unlocked in the gallery! I don't want to admit how long we spent making it compared to the game...
And we should have put more time into balancing the gameplay, like you mentioned. We will do that after the jam voting period ends. Thanks for playing!
I don't know if this was a bug or intended but sometimes I would walk through a door and get caught, even though nothing was there to catch me. After breaking free I could see what caught me, but they weren't visible previously.
Overall I can definitely see the vision. This would be really fun with more time put into it! Love the character art and sprites
I really love this game! It was fun capturing and selling people and managing the crew. I liked the balance of good and bad events you could encounter at sea.
I'm not sure if the artifacts are completely random or based on a hidden counter, but the last one took me a very long time to eventually get. I was just about to sacrifice all my goodwill and see if that's what I needed to do to get the last one, and then I found it.
The art and sfx are great and overall it's a very polished experience. Great game!
Really fun game! I like the momentum based movement and it was fun to try to figure out how to navigate the levels faster. I do think a countdown would be nice on level start because I stopped to eat a piece of chicken and when I looked up I already lost my bar. User error, I know, but maybe the bar and timer shouldn't decrease until the player presses something? I also noticed WASD is supported, but not for the quicktime event when you lose your meter. I wasn't successful on that at all, but my brain is kinda fried from lack of sleep and forgetting to eat while crunching for the jam...
I also loved the art style and game intro sequence. The whole game is a vibe that I really enjoy.
