Thanks the play and comment! I completely agree with you about it being unintuitive. I tried to take the No Numbers challenge as a whole diagetic presentation challenge, and I fell a little short.
Technically you dont need the extra buttons for up and down as a little height change happens with the camera, but more would have helped for sure, and the other buttons were kind of a middle ground as I worked on getting the flying controller working on a spherical world. With more updates I think I can bring the gameplay back to the forefront and actually make something good out of this. Appreciate the feedback.
Merkab
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Super fun game! This played real nice on controller, but I got confused on keyboard before I just went back to controller. Got a little bit of a Noita feeling with the weapon, and I will have to explore more with that. The customization was super cool, and I rocked the Lizard Turtle all the way! Super polished, and definitely one of the more complete games I have seen this jam. Well done team!
Always love the groundhog day type stories, and this is a unique presentation to fit the theme. I actually left the game up in the background as I did some work and didn't realize it because the music was just so relaxing. There were certainly some fun choices and this kept me engaged way longer than VN's usually do. Well done!
That was a ton of fun, and the little perching animations are super cute,. The UI felt like it got in the way a few times, but very minor cases. Also, the walking speed felt a little slow at times, but there was enough going on later that this felt ok then. A lot of the little effects and polish look really nice, and I got an old flash game feeling from this in the good way. Very satisfying loop, well done!
Wow, this was super cute and fun. I loved the cozy feeling of everything and the music/visuals felt so nostalgic. Something that might help a lot is a way to cancel the arrangement building, or better direction how to do that because I kind of just had to commit stuff I didn't like without the ability to back up, especially at first when I was learning the mechanic. I did really like building out the arrangements once I figured it out though. Great work team!
You have to kind of keep planting them and then gathering pollen from them, then spreading out over the planet, eventually getting your sisters to collect the nectar while you spread the pollen. I should probably make that more clear for sure, thank you for the feedback, it definitely helps figuring out the parts that don't read well, I was definitely too deep in it. I did notice on the controller, the vacuum felt a bit slow to get started, so it might take a while until you upgrade your bee some more.
Now that's one cute bee! hahaha. This was super fun to and chill, and I loved the rhythm chopping, I have a rhythm game in the works too, and it makes me want to add something similar to Hivebound! The whole vibe and art direction are super cozy here, and I had a nice relaxing time. Straw Hats ftw! Thanks for sharing.
As others mentioned the collisions and layering were spotty, but for the time frame it came out amazing. The flying is nice, but having a little bit of avoidance instead of smashing into things could improve this immensely. Other than that, it was a super fun and pretty game. Loved the particles and effects, and the day night colors and feel were great. Check out my bee game if you get chance.
Thanks for playing and the feedback. I definitely Duct Taped the Tutorial together last minute to try and get something out for the Jam. I have lot's of plans though, and will be updating after the voting ends. I too felt lost when starting it up, so I was just hoping the music would make people stay long enough to figure it out this release.
This is a lot of fun, took me a bit to get it. Might be nice to start at a slower pace overall and ease into it a little through a few levels or turorial type situations, but once you get ramped up, this is a blast and can crank. I think once you tune it and dev a little more this is gonna be a fun one!
p.s. Nice juice, definitely one of my focuses as well.
This is a lot of fun, took me a bit to get it. Might be nice to start at a slower pace overall and ease into it a little through a few levels or turorial type situations, but once you get ramped up, this is a blast and can crank. I think once you tune it and dev a little more this is gonna be a fun one!
p.s. Nice juice, definitely one of my focuses as well.
Wow, this is super fun, and seems a ton of fun. Some classes are super fun and the variance is nice. I really liked the movement and feedback of units. Can't wait to see what else you do with this, wishlisting it for sure.
I honestly only had one small note on first impression: Sometimes it was pretty unclear about what to press on screen to progress, maybe a little more player guidance or more intense highlights when hovering important things would be nice. Other than that everything felt super polished.
I did not do the best job explaining the gravity scaling, but basically in reality the closer you are to high sources of gravity, the more "time dilation" you experience, which in a sense slows your experience of time compared to places in the universe near less gravity. If you have a watch on earth and a watch in space, the watch on earth will tick slower. This is General Relativity. So while two ships could have the same relative velocity, the one close to a planet is experiencing time at a slower rate. The point of the scaling is to show this effect without technically messing with the time variable, allowing this to work eventually in a multiplayer setting. Honestly having the actual Timer in there messes with the idea a little, but it works for this singleplayer version.
Next step is adding special relativity which is about different velocities affecting time dilation, because technically the faster you go in relation to something else, the quicker the clocks run too.







