Thanks, I'm glad you liked it!
necrashter
Creator of
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Thank you for reading my comment!
Personally, my biggest struggle was with the icons, since they make the notes table a bit hard to read. (I just realized I said "notes" in my original comment, but I meant "mail"—sorry for the confusion!) For example, the O and - icons took me a while to figure out. At first, I thought there were more variations, and I was expecting something more familiar, like an X and a checkmark, which I’m more used to seeing. The effect icons were also a bit hard to follow, especially the one for invincibility. It made the beginning a little confusing until I got used to the icons.
Other than that, I haven't had big issues, but if you're open to suggestions, here are a few ideas to improve it even more:
- I think adding some sort of hover effect to the table (something like the pink hover in the chest menu, but less bright) would help with readability. Right now, the table feels a bit static.
- I’d also suggest adding tooltips to the icons. It would really help with understanding what each one means.
- The brewing window is great, but having icons next to item names and color-coding the success chance would be super helpful too.
- It would be nice to be able to close windows by clicking outside the window boundaries, especially since the character moves with the mouse.
Also, in a game like this, I’d love something like drag-and-dropping each material separately into the cauldron. Though that might be a bit off track.
Thanks for your feedback! I guess there's some room for improvement in terms of graphics but unfortunately we didn't have enough time to focus on that.
Also, you can see the scales in connections. The thickness of a line is determined by the absolute magnitude, IIRC we wrote this to a tooltip but you are right that this could be communicated more clearly. Thank you for your constructive criticism!
Unique aesthetics on this one! The concept is very creative, too. The enemy variety was great, but I didn't enjoy the stationary ones, they felt a bit too much like bullet sponges. The environments looked very similar, which made it hard to navigate toward the end. Also (spoilers): I chose to kill the human at the end.
Very impressive for a first game. The level generation, AI states, and menus are great. There could be better balance, though. The orange slimes seem more aggressive and primitive than the Darwins. It would’ve been nice to see other Darwin tribes or races instead. The water requirement also felt more unforgiving than the other needs, and I couldn’t find a solution for it as maxed-out stats didn’t seem to help.
The core gameplay is solid. The graphics could have been improved with some animations. My tactic was to hover over enemy spawn patterns so they'd take damage instantly upon spawning. However, I think the game would be better if spawn locations were randomized, the same pattern gets repetitive after a while.
Hey, I played your game on Discord server if you remember!
I really like this game. This would single-handedly be the best entry in this jam for me if it incorporated the theme better. But I understand your decision to focus on polishing the game.
The only nitpick I have is the controls as I said in the stream. It would be better if left/right arrows changed the direction and up/down arrows moved the robot forward/backward towards wherever it's facing.
I think this will be a great game if you continue to develop it after the jam!