Thank you so much!
micecone
Creator of
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Great game! The art and animations are fantastic, and showing the ice-cubes on the character, rather than as some UI overlay, is a really good idea!
The puzzles have a nice difficulty curve, and had me scraching my head a couple of times (especially lvl 7 had me going 'aha').
A few things I noticed:
- Sometimes I was presented with a 'blind toss', not knowing where my ice-cubes would land. Perhaps 'forcing' the player past the landing, would have made these moments more intuitive, and let me know how many cubes to throw.
- Sometimes I would find myself at the bottom of a hole, and have to restart the level, which was a bit demotivating.
- Some throwing angles where a bit finicky, making me unsure if intended.
I know the limitations of the jam are really strict, so take everything I said with a grain of salt :D
I really did enjoy playing! and all in all it was a really fun experience!
Thank you so much for playing! And the amazing feedback :D
I agree with you, I sometimes miss tiles too. I was thinking of snapping the 'aim' to the nearest walkable tile when you click, so that small miss-clicks don't feel punishing.
And a bit of chromatic abberation is a great idea! For that extra bit of 'umph' without shaking the screen all over.
I'm hoping to give the game a small update today (even tho it goes against the vision of the jam a bit).
Nice! Glad to hear you like the achievemets, that makes me want to expand uppon the system :))
And I agree, with geisers creating more geisers it quickly gets out of hand. Decreasing their spread or increasing the time between eruptions would probablt be good for balance.
I'm working on a pretty big update atm, where I'll be introducing a 'Favor of the Gods'-system. Where sacrifices are expected and ignoring the Gods results in more 'bad' events. Can't wait for it to be done! I think it'll add another dimension to the gameplay :))
Hey :)
I've reworked the altar spawning system, so now there will only ever be one altar at a time.
The altars also spawn closer to the VOID and will increase the chances of "bad" events if destroyed.
Altars also give +500 points by default when "claimed".
I also added some new tile-variations. Now each tile has 3 looks as well as some decorative elements. Just to spice things up a bit.
All other changes are very minor:
- Some new sound fx
- New animation when dying
- And probably some other minor tweeks that I forgot.... I should really start writing things down as I go
And thanks for checking in,
Cheers!
I'm happy you like the changes! And thank you so much for the feedback it means a lot!
*The snake bug i weird, I don't know why it happens, but I've seen it once as well... pretty strange. (I'll see if I can fix it)
I think your idea for balacing altars is great!
Giving the player more insentive to hunt altars, and making that hunt the core of the game, is a good idea.
Right now altars are spawned whenever the player moves 8 tiles (96 pixels) to the right, or when there are no other altars. They spawn at a distance of 23 tiles form the player, in a random direction (between -60 deg and +60 deg).
All in all the current system is pretty random, and not that good (it was my first idea).
I will try your approach :D
- Spawn only 1 altar at a time
- Spawn a new altar when the current one is either used or destroyed by the VOID
- Spawn the altars closer to the void, to insentivise a more risky playstyle
- Give the player more points for claiming an altar
- Punish the player for letting an altar be destroyed (move the void and give a warning message)
I'm not sure if I like the idea of subtracting points, hopefully giving more points at altars will be insentive enough.
Again thank you for the feedback! Your ideas are great and super helpful!
I am super greatful for your feedback!
Great suggestions all around! The way the next patch tackles difficulty, is by decreasing the spawn-chance of some events the further you get, so especially food becomes more scarce, but "dangerous" events don't.
Having more "dangerous" events (snake, troll, geiser...) is a great idea, I might even increasing their spawn-chance over time :)
For now I won't introduce anything that takes away upgrades, but it is definitely a good option, game-play wise.
Decreasing the spawn-rate of alters, while giving bonus points for finding them, is a good idea. I do feel they are a bit too easy to find and get to.
Also I will keep posting Mac builds :D I just hope they work! (have no way of testing them)
Thank you so much for the feedback!
I am currently working on an update fixing the difficulty curve, and I totally agree that the games go on for too long atm, and that the most fun is had close to the VOID.
The idea of multiple diffidulties is really good! I'll have to try it!
Thank you for finding the bug, think I found a fix :)
and Thank you so much for playing! I'm really happy you enjoyed the game :)
Thank you so much for taking the time!
All of your ideas fit really well into the existing gameplay!
- I definitly need to try some more creative upgrades, like jumping, time-traveling and changing spawn-rates.
- Trying a more tetris-like approach to tile-placement is also a great idea, and might be a good mix of RNG and strategy.
- The water and food cost "preview" is amazing, I don't know why I haven't done it already
- I definitly see the resemblance to 7th Continent, and would love to do smaller quests and stuff like that!
Again, really awsome ideas, and thank you so much for the feedback!
Thank you so much for the feedback! I'm glad you liked the game and your feedback is amazing!
- I agree that the amount of tiles is a bit much, and blurs the purpose of each tile-type a bit too much. Having a more well-defined purpose for each tile is very important for the game not to become confusing.
- Allowing the player to better dictate the amount of tiles in the next island is a great idea! You are right, the lack of control can be very frustrating at times, and honstly I don't know how I didn't think of it myself, brilliant!
- Warning the player that a move will make them starve or dehydrated is a good idea, and should bring a bit more clarity to the game.
- Thanks for finding a misspelling, I'll fix it :D
- I would like to introduce more 'quests', with things you have to find or build.
- An option to turn off the custom cursor would be pretty easy to impliment (I think), and is a good idea. I'm not sure how well the cursor scales and it can be kind of clunky.
- Adding more abilities to 'Upgrades', like boiling water, playing for rain, foraging for food, boosting the chance of animal encounters... and so on, could be a solution to the problem of not having anything to do on a tile.
- I would like to add an achievement system (it is a lot of work tho).
New game modes are a bit out of scope for the time being, but I will definitly keep your ideas in mind!
Again, thank you so much for the feedback, it means a lot to me!!
and even though I can't do all your suggestions, the fact that you took the time to write out such a thoughful post means a ton!
Hi everyone!
I just released a major content update for my game Gatherer:
https://cyaan.itch.io/gatherer
Gatherer is a hex-based survival game, where the goal is to escape an earth-consuming void while collecting points.
Plan your route ahead, and build a path forward:
Collect upgrades to make your life easier, as resources become more and more scarce:
And don't starve, don't get dehydrated and most importantly... don't get caught by the VOID!
Thanks for reading! I hope you check the game out :D