Thanks for playing our game <3 We are happy that you enjoyed our idea. With gun overheat we were a little afraid that it would be confusing and annoying, so we are happy that it turned out good ^_^
NonsensQA
Creator of
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Hey, thanks for playing and for the feedback <3 We will iterate on the aiming after the jam for sure, we wanted to play with it more during the jam but run out of time and decided to polish what we have to make it as predictable as it can get. We don't have a decision yet if the aiming through cursor location will stay or it will be more based on the direction or some kind of autoaim, we will probably explore all of these or more to find the solution that fits us and the game the most.
It took me around 1,5h but I finally beat it!
- Only after an hour I noticed that you can actually "fuel" these dispensers to get constant flood of assets. There was a bar with the fuel level but initially I did not understood that it is for fuel but for how many items are left in the dispenser
- Catching things up was also a little bit hard, especially brats, but that could also be my mouse. Eventually I have gone tactic where I grab brats only when they are not jumping, and constantly getting new ones from the machine. I think they are grabbed only when the mouse cursor is pinpoint on them. Imo it could be a box around the mouse cursor, so there is some slight room for error, especially in a very dynamic game, but I am also not very mechanically gifted so it could be me :D
- At first I did not notice the coffee dispenser and coffee is very OP so I would add a label over each dispenser to not miss them out.
- For some QoL, maybe I would add a vertical box widget with list of "broken panels" and their timers. Game would be less about noticing and remembering what is broken and more about planning and min maxing.
But overall it was pretty fun and challenging, brats flying everyone, tons of coffee and utter chaos, I had a great time playing this <3 Great job!
Very nice idea for the mechanic, I really enjoyed playing it! I finished the game but did not manage to fully max it out with collecting all clocks (unless it was sometimes impossible, but I assume Green mark is for "fully cleared" and blue for just finished). The music really fit the speed and rewind vibe of the game <3 And the rewind mechanic itself was very satisfying to watch and use. I would play around more with that rewind, like going somewhere to push a button that unlocks another passage etc. etc.
Very nice level design, I had a lot of fun exploring every corner and destroying every box or wall. Also I really enjoyed hidden shortcuts! Beaten the boss thrice, once per each weapon + Irys. Of course Katana OP but it must be OP, how would it not be?! Music was very nice, hyped me to annihilate more and faster. The cherry on top was the UI and voicelines. Fantastic work!
The game was pretty fun, I tried different load outs and the best was of course the Shotgun, the answer is always Shotgun. Also movement speed build with Kronii card was also pretty fun, speedrunning and dodging bullets along the way like in a bullethell game.I enjoyed the music as well.
In terms of feedback, I missed some Controls window, only after some time I noticed that I can juke with Spacebar (very handy!). Also the SFX for Long gun is a little bit on the louder side. And most definitely I would benefit from a skill list with points from currently assigned cards (preferably with some +/- difference values when I change the card).
But all is all, a very cool game, I enjoyed playing it! <3 Great job
Thank you for the comment! The boss was/is planned but we did not manage to squeeze it in. But we plan to add it after the whole jam phase ends. Regarding the weapon, it turned out that the Overheat effect did not work at all, so thank you for mentioning it!
Once the weapon reaches certain treshold it should Overheat and shoots start to deal more damage at the cost of Time (HP).
Thanks for playing and thanks for the feedback <3
Unfortunately we didn't manage to squeeze in the tips from Wisp which would probably help a lot with progression. Similarly with button animations and SFX. We also planned some notification in the bottom of the screen with the result of the action e.g. "Mixing succesful. X created" or "Mixing failed. Incorrect combination. Resetting cauldron" etc., these should also relief confusion about what happens after pressing. If we will continue expanding the game in some form then these will totally land in some earliest builds.
As for the tooltips, I think the alignment could break on non-1080p monitors but I did not manage to fix it in time. For sure will be fixed if the game will be continued in some form.
Fantastic art <3. The music was also pretty nice and chill, fits the game.
Some minor feedback:
- I would still add info about inputs. Only later on I noticed that Space key can also be used.
- This type of game would greatly benefit from having a sort of gallery with all the cards (and not yet seen ones in grey). Much better replayability imo. Also some "New!" text about cards that I did not see yet could increase focus when spamming pack openings (so I won't miss that juicy art).
Minor Bug: Choosing to not open the pack results in the pack being constantly displayed. It can be workarounded by selecting the spot with the machine again and opening a pack so not a blocker or anything

