Understandable. I should have added that I'm intrigued by what you have put in there and the horizontal jumping mechanics feel unique to me. I'm interested to see what you do with it and how it cleans up.
misterbrain
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The controls felt a bit loose to me, and I kept finding myself glitching around in some of the areas that had collision at weird angles. I'm assuming I ran into the end of the story when falling into the endless void underneath the Gloom character, but I don't think I really understood what was happening or what speaking to the various characters actually did.
As much as I kept telling myself to move on to the next one, I couldn't stop myself from continuing to play this one until the end. Nice simple concept that was executed quite well!
One note, if I try to merge/buy/sell multiple cards in the same trip to deck management, something gets corrupted. I got set back multiple times when my best animals got mysteriously changed into a different animal.
There was a lot of research to try and make sure that any pictures that couldn't be drawn from our team were either taken from publicly available photos or from other sources that explicitly state they do not use AI. If someone lied about that, then we apologize, and will remove them as soon as we are able. However, we made every good faith effort we could to make sure that no AI images went into the assets for the game, but time constraints didn't allow us to have custom art for each individual card. Continued work after the jam judging period would be focused on updating art and making things look more cohesive in general.
As for the comment about these rules being possible to extend to a lot of different games, I feel like that is something you could say about any particular mechanic. What we feel is innovative is taking this collection/completion mechanic into the green space and showing how seemingly small impacts, especially across multiple people, can snowball into bigger and bigger impacts.
I feel like this would have benefited a LOT from some story/tutorial or other directions in the game itself. The music is hauntingly good and I could play it on a loop all day long though. Also, the spawn rate could use some boosting. By the time the enemies started showing up with any frequency I already had more towers than I knew what to do with them.
EDIT: Turns out I had the slow spawning bug without realizing it. A refresh tweaked the difficulty settings quite a bit :D
This looks like it has a TON of potential but you just ran out of time to hit the marks with some of the criteria in the theme and educational value. I'm excited to revisit if you keep going with it.
Fantastic entry! My only complaint was the mouse sensitivity for looking around, as I would be wildly flung in completely the opposite direction with just the tiniest mouse movement. The ending to the story threw me for a loop to, and I felt like it took away from the unlikely hero (a lowly maintenance bot) that you were building up the whole time.Nice surprise to throw the player off from predicting it, but I personally thought it detracted from the theme.
