Nice, I think that strat is pretty good! I enjoyed 'the guillotine' where you'd stack bullets together in groups of 2 that would kill angels quickly (but also would kill you if you messed up). The 'Center Box' strat is probably what we found the most success with in practice though!
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So polished, great concept, I enjoyed it quite a bit. It didn't really feel like probes were a finite resource in play, but in concept it completely aligns with the limitation. Maybe more monsters that moved around would help limit the player from sitting and waiting for probes to come back, or maybe only having regen for the first level. But this entry is super impressive.
Pretty addictive loop, could definitely see it expanded with added characters, levels, etc. It does feel like the game idea is pretty well-baked. The presentation is great - art, audio on score, damage, etc.
I do feel that the score range on cards to play being a finite resource feels like a bit of a stretch - I wouldn't really think of blackjack as being a game of finite resources (at best I'd think of money as being the finite resource, but the analogy for this game would be hp).
Very cute n goofy game, great presentation, awesome level planning / game structure for tutorial through play. Literally my only feedback is that sometimes the goblin sprites flicker when they're overlapping and that on level 13 I wasn't a fan of having to wait past the first cycle to be able to progress in the level. Super rad game, I need to look back at this in case you work more on it in the future.
Nice art, great music, quite fun! Classic dungeon crawler style with a limitation that felt very relevant to the play and planning experience. I like the audible 'shwing' to indicate the 3 hits (telling the player they won't get hit). If I had any feedback it'd just be that sometime it felt like hit/hurt boxes were a lil bit spacious (sometimes it seemed like negative hit detection layered on top of targets would take priority for clicks over positive things layered underneath that the player is clicking on).
Cool to play a game set in Pearis (actually neat to run into another hell setting in the same jam).
Pretty cool experience! Though it did feel like there could be more 'tug and pull' with the chain costs and gain mechanic, which ended up feeling like as you progressed it really became more of a vessel to display your progress for how many enemies you killed rather than being particularly influential for the play experience.
The graphics and music are very nice~
Thank you for playing and for your feedback! It is surprisingly addictive! In testing we ended up with various names for all sorts of strats that we came up with as we kept replaying it trying to beat it - "Walling, Double Walling, Guiotine, Progressional Walls / Progressional Diagonals, Boxing, Chaos Diagonals, Corner Boxing, etc."
Out of curiosity, were you a vertical double death waller, or a horizontal double death waller?
Thanks for the feedback! Yeah, that strategy works quite well, but you have to be a bit mindful of your own death wall.
The win condition is to kill 144 angels (its only mentioned in the description, but we were hoping to have that mentioned in a text box in-game). Killing the 144th angel should happen on wave 15. Its a tall ask especially as a game jam entry, but we kept it in case anyone felt up to the task.
I found the controls a real brain adjustment that took a while to feel out. It was interesting how it felt like sometimes the best thing to do when a high combo was racking up was to avoid your own magnet ball - though I'm not sure if that was intended, it was fun!
Really stand out artstyle, I think conceptually getting the double ships to feel good was a tall ask and I'm not quite sure if it stuck the landing.
I think you did great stuff!
Thanks so much for the feedback!
The game absolutely has that push and pull, but the bullet speed was something we went up and down on - I lean a bit slower too to lean a bit away from the self murderizing bullets being often more scary than enemies as you last longer.
The game does end up as more of a bullet hell than a shooter.
First working proto-type, the bullets were slower, and it was mouse aimed, but mouse aiming meant that bullet aiming would be slightly off if people wanted horizontal or vertical bullets and they'd sweep across the screen - it just added onto the player's cognitive load when the game is already quite high-stress. (We also tested locked rotations for mouse aiming (0 degrees, 27.5, 45, etc), but fell on what we currently have. That said, it might be something funny to enable for players since it usually makes the game harder)
I do agree that it would be cool to have more varied bullet paths and I've got some ideas I've been stewing on that would require rebalancing the game that I want to play around with.
I enjoyed it quite a bit!
I found that when I tried to move quickly that the limit on jumps was a bit frustrating - it feels like the game really has a pace that it wants you to play at - but I'm not sure how much I vibed with that pace. Also, the replenishing HP with a large pool was interesting, but I found that it was tempting to optimize fun out of play by stopping, waiting for HP, then going (on first play-through, I thought the 2nd checkpoint flag could only be reached by sequential high speed jumps so spent some time trying to line that up with not dying). Overall, it felt like the design really encouraged the player to slow down when they weren't in 'encounters'.
I liked your in-game tutorial displays and thought the presentation was great. Very well executed.
Thank you so much for your feedback! I agree that its absolutely a difficult game that can be hard to enjoy in practice. I'm not sure if the hurtboxes are the first thing we'd go to adjusting, but there's absolutely clarity improvements that should be made alongside difficulty tuning.
I'll update the description, but on its own merits I totally agree that the game should really convey the ammo, dash, and healing gains more clearly. Fun fact, the HUD was actually harder to read right before we submitted (the background was added in the last couple hours, which changed a lot how readable the text was) but our original mockup had it super clearly isolated! We kinda forgot about that.
Very cute artwork! And ambitious! Thank you 3 for making this!
In Review:
Enjoyment: There was some conceptual front-loading that I was on for, but did find in practice that it was a bit difficult to remember the controls, so I won it through dynamite, looked over the controls, then tried to engage with the building mechanic on a second play. It felt like everything was quite slow-paced - scrapping took a while, the enemies are slow, and everything is just a bit slower than I'd expect. Its possible that my initial interpretation of the game was too shooter-esque and not enough build n chill. Also, dynamite is very strong - and maybe bugged. There was a situation where throwing dynamite left an active hitbox that kept killing enemies
Concept: Ambitious, but maybe not entirely clear on the final destination of the idea.
Presentation: Love the penguin and cops, super cute - the entity sprites are all super rad. The background grass and void on the edges of the map are a bit illusion breaking though. Also, there were some visual elements to dynamite trajectories that were buggy - sometimes those trajectories would cut off or flicker.
Use of Limitation: On paper a solid use of the limit and theme with players having the freedom to build and the finite scrap. In practice, there's enough scrap that I'm not sure if I could scrap it all before the final map, I felt the finite amount of time more than anything.
Fun game!
The music is well done, the narrative is interesting, and the use of the color limitations was great.
If I had any complaints it would be that planets felt 'sticky', the initial impressions of controls leaned me towards pure A+B holding, which resulted in play that felt like I was colliding with things coming fast enough I couldn't react to (Likely just because the acceleration playing like that is quite high compared to the screen space) though the tunnel section broke that tendency out of me. Enemies not resetting on respawn made respawning almost a strategic choice, but it usually felt like more of a benefit to respawn and have a cluster of them on top of me to generate more fuel.
Didn't notice any bugs though, so I'd say it felt 'cleanly done'. Good, fun, clean experience.
Thanks for the feedback!
Yeah, I forgot the control limitations while working on the menu. Actively thought about it in the actual game, but that's my bad. Audio was one of the last things I was working on, and in the end it was just something that I opted to throw a warning about and submit it so I could get a decent sleep.
Rad, old-school inspired game. Amazing sprites, cool story and theming.
The gameplay was a lil hard for me to grapple with, frequently accidentally healing myself when checking to see if I needed to interact with something, but I also have not played games like this before, so it was new! Also encountered a bug at the bridge door with the key where a screen-filling monster wouldn't leave the screen until another fight started and couldn't be fought.
Sick game, love it.
Crazy that this was made in such a short time. Very cool~
Did feel a bit strange for the theme. But great graphics - gameplay I know is not really for me, but I still see the appeal in games like these! Bug-wise, if you would call it a bug - the resources/moon dust seems to overlap based on creation rather than based on their position resulting in pseudo-random overlap, putting bottom-most resources in front would probably help with their appearance.
Overall though, super impressive!
A very cute game! Scored 1356.
The music and cow-distress noises added a lot to the charm. The ability to pause is a nice touch.
Pretty clean for a game jam game from what I saw, not much in the way of bugs, the only ones I found was in trying to tractor-beam moving cows, if they started in the area and shifted out, they'd be partially elevated, mooing, but not able to be collected. And, a noticeable stutter when going up/down to a particular location (directly down from spawn at about the three clouds)

