This is nice, I really enjoyed the unique mechanic of the linking upgrades and how each character gained resources a bit differently. It took me a while to understand Faun, but it wasn't a major blocker. Balancing-wise, I think the lead up to Faun was great, but it lagged there quite a bit and I started to wonder if I'd simply reached the end until the final character eventually showed. Maybe some kind of clear goal or at least a hint that there's something more would've been nice? Anyway, it was neat and I enjoyed it, great job!
Pangbot
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This is neat, very on-theme and I love how the music and art changes with each universe. I do however agree with Llama about the game loop. The main problem for me was that it was the same exact sequence of actions every time, even with the same numbers. 0.38/click -> researcher -> research -> 1.38/click -> resource -> city equivalent -> researcher -> resource -> research -> unlock lab in next universe... Initially, going back and forth between the planet in one and the city in another was good... until I was doing it with every pair of universes. Basically, I think it needed more jumping around, more things to 'shake up' the loop, and more things for the researchers to do. It's almost like a management game with one thing to manage.
I still had some fun, despite the negativity, and that doesn't track from the aesthetics and uniqueness of the game. I could easily see this working for me with further development!
Excellent cosy little incremental game. Really good job with the introduction of mechanics and eventual automation, lovely polish, and a great overall aesthetic. Regarding some of the things others have brought up:
Even for someone not-colourblind, some of the colours are quite close to each other. Something you could try is giving them different saturations, or adding a symbol or small particle effect along with the colour to distinguish them better.
For balancing the desk, I think the simplest solution would just be to mandate that you can't upgrade to the next desk until you purchase X number of tools ("the Postmaster wants to make sure you're doing your job properly, you're not just in it for the stamps!"). If you really wanted to streamline it, you could even prevent certain malfunctions from appearing until you have a certain desk level (maybe that's a stated downside of upgrading the desk?).
On a technical level, the only thing that bugged me was how small the screen was, even if fullscreen'd. There's a lot of unused space in the window you could've used!
But for what this is, it's great. For taking it further, I'd love to see more interactions in the parallel universe. What does the parallel Postmaster make of this? Could they give us some additional tasks? Or maybe you have to deal with a mail sack on both sides? I think there's lots of potential there!
This was a nice way to handle it, but I feel like an opportunity was missed by having each universe actually run in parallel. I didn't really appreciate having to type in the universe names myself (being able to use the arrow keys or something like that would've been cool) or how you were forced to buy every upgrade before splitting, but I really liked the way the timelines split and you did a good job making each universe feel distinct, mechanically. Also, I knew where that link was going, excellent choice.
Ah, a fellow summon-other-versions-of-yourself autobattler game, excellent taste.
Hit a couple of rather unfortunate bugs shortly after unlocking the angry cow. At one point my farmer had 0 health, kept trying to heal himself, but his health never went up. Then later everyone died without respawning (my Garbagemancer's sprite was at least visible but wouldn't cast any skills). Had to refresh after that one and found out "skip" doesn't actually skip the dialogue, it's just like pressing 'next', haha. Thankfully you only have to open the dialogue to unlock more content.
Being a lot more careful with summoning dangerous cows, everything was (mostly) fine (the farmer got stuck targetting only himself with the single target heal again, even when he had full health and others were low, but eh). Nice job with this! I enjoyed slaying a bunch of cows (and my strongest self, brag brag brag).
Really nice short-loop incremental. I didn't realise until I had the tractor that there was a fourth column to upgrades (and there was a lot of text clipping in some of the buttons) and in the later levels it was quite difficult to tell what grass I had already cut, which was a bit frustrating when I was going for 100%. That said, I really enjoyed this and good job!
Easily the cutest submission of the jam. I managed to break the non-glasses audio at some point (I think by clicking the glasses again before the new track had reached full volume?), which was a bit of a shame, but not the end of the world. The upgrades were a little lacklustre (and the "increase product value" one is way too good for its price), but it works for a nice simple game. I would've liked to have seen upgrades to do with the Yokai and on the Yokai themselves, a bit more intention? e.g. Rather than a bunch slowly creeping in all the time, you get a warning that one's about to appear and it comes through (by itself) very quickly. As-is, it's a bit too slow to enjoy focussing on it for long but everything gets broken too quickly if you leave it.
That sounds like a lot of negatives, but I did enjoy my time and I love the concept, great job!
I like the concept and the art is really nice (even if the text is very blurry, I suspect you have fractional scaling and/or didn't turn on MSDF). Bit of a shame you submitted it so early, this is great progress for a week but you had a whole other week to add more stuff! Like, imagine if your mouse circle transcended universes, hitting them all at the same time, or some way of controlling the NPCs so they don't run away all the time. As-is though, it's a well done - if a bit basic - nodelike incremental.
Good job getting anything made within two weeks, it's shorter than it sounds!
Llama's already given a ton of feedback and I saw your devlogs, so I won't bother repeating things you've probably already fixed. Just one note on clicking is that it's always good to include a "hold to autoclick" (like 10x per second) function. Otherwise the player's just going to bust out their 100 clicks/second autoclicker and beat the game in a few minutes. Other nice-to-haves would be seeing the price of upgrades at a glance (without having to hover) and I'm not sure your save function works? I hit save after completing the game, but refreshing the page put me back to the start again.
You've done the cardinal sin of incrementals - allowing the player to lose progress. I also didn't get any ascent points (and it looks like the skills are locked by level as well, which is weird) or ever spawn a "frenzy", and the on-screen buttons seem to behave differently than pressing W/S (they *do* cancel the sword swing).
Asking people money to download this game is wrong, even with bug fixes it's not a commercial product (there's not even an options menu). You also claim that no generative AI was used but the description reads very AI-y to me (possibly translated by AI?) and the cover image is 100% AI, the sword swoosh is behind the character.
The art and animations are nice, but the fun of a game this simple lives and dies on its balance, which isn't great here. With a single turret and only buying turret rate, you basically don't have any issues progressing. Even if it was better balanced, it would quickly get tiring anyway. With some different enemy types, unlockable kinds of turret, ability to replace buildings, more variety in the inter-universe buffs, and maybe a boss wave here and there, this could be really solid. Oh, and you can drag the health side-to-side, which I assume is a bug (but it doesn't seem to change the actual health value, at least).
Never enough treasure in the hoard indeed! This is a great little incremental, with really charming art. I hit a rather unfortunate bug where pressing PR before going to the dwarf universe advances the tutorial and softlocks you, but I got back to where I was pretty quickly. I initially thought the dwarf universe was bugged as well, as the higher tiers didn't generate dwarves, but I guess the descriptions are what's wrong? The higher tiers give you more dwarves per purchase, rather than generating themselves over time. I think the only thing that was missing for me is some kind of bonus for manual purchases (like 2x income for every 10 you buy), but this was balanced really well and I finished it fairly quickly regardless. Anyway, great job getting it in and it's always fun working on projects as a team. :D
Not really on theme, but for what it is, it works pretty well. I found the highlight over the buttons a bit confusing as I thought it initially meant "new thing available" rather than "currently selected" (movement of any kind is very eye-catching). Others have mentioned the art style not meshing very well, but this is quite common when using AI art, and that's how most of the art comes across to me. (Apologies if it *is* handmade, but you didn't specify what AI assistance you used and that's just how the art makes me feel) It took me a while to realise "auto" was clickable, even with it being yellow now, I thought it was just a heading for that entire section until I clicked on it by accident. If it looked like the other buttons and was in the same row, I may not have made that mistake.
But good job with it overall, and be careful updating it until the rating period is over. You could consider the updates you did recently to be bug fixes, but you don't want to get disqualified for trying to make the game better!
36 minutes, 2,840 clicks, 1.4 quadrillion energy (I wanted to see if anything happened when you hit 1 quadrillion). Nice little clicker! Bit of a shame it didn't allow my autoclicker as you rely on clicking for quite a while at the start. Really well paced after the 120 energy/s upgrade, but I would've loved to have seen a hold-to-autoclick feature and something a bit more on-theme. But good job overall!
It's not bad, but it's not great. Watching the Selfs bounce around is quite fun and some of the upgrades were pretty useful, however:
1. I wanted a reason to increase facets beyond just "it's how you win the game". Why not give me certain bonuses depending on how high they are? Or something special for maxing them all out (at the current cap)?
2. The cap has no indication when or why it increases. I can only assume it's based off the total number spawned, but I wouldn't be able to even guess how many corresponds to the next 10% increase. I almost quit at 50%, saw what got unlocked then (nothing too interesting), and dropped after getting 60% in everything. I would've at least tied progression to the user maxing all the facets in some way.
3. A lot of the automation doesn't scale well with the increasing Self cost. I would've loved to upgrade that 2 energy for 0.1 selfs/s to like 20 for 1/s. 63 energy/second means it's still a long wait to the next Self at over 8k.
I can see what you're going for, and it's a good base, but I think it needs more upgrades and better reasoning behind the facet cap. With further development, this could be great!
Very on-theme and quite unique as a game. I have to say I'm a bit confused why "reach universe #22" is the goal, when the fun part is trying to wipe a universe clean rather than travel to the next. Also, it seems that with fully upgraded inventions, they don't activate a second time if they activate before you've found everything in that universe. It felt overwhelming at the start, but after a couple of minutes playing you quickly get into the groove of things, nice job!
Just delightful. Wonderfully human and "funky" in the best possible way. The plinko section was a great addition and really well timed. The farming a bit less so, I would've appreciated something a bit more different to the main game (and/or automation at least, picking up the seeds got quite tiring), but great submission and a lovely little incremental!
Neat! This is a nice looping incremental. Unfortunately, I screwed myself by afk-ing at one point and coming back to 200+ wood capacity. Not being allowed to explore until I'd filled it over and over was very frustrating, I don't know why you wouldn't just keep the stockpile requirement at 5? Only other pain points were the slow progress [6x speed felt great but you took it away from me :( ] and the priority system for automation didn't feel granular enough for me. The final fight was a bit of a surprise, but not terribly interesting (just "match the weapon with what it tells you it counters"). That aside, I had fun and I'd be interested to see where you take it with further development!
This was really nice. Lots to sink your teeth into and lovely visuals and music as well! The hands-on tutorial was a bit much for me, I appreciated that it pointed out what to focus on in the tech tree, but I feel like that could've been shown better than being forced to open the menu and be told what to go for. (I know I could've skipped the tutorial, but some parts of it were necessary for me to know what was going on) The balancing was quite off, however. Universe 1 was alright, but by the end of Universe 2 I had hard focussed on getting tons of drone foundries up and running and left with over 100/s income of every basic resource up to heavy metals. That, with the tripling of trickle income upgrade, meant that it was about 2-3 minutes into Universe 3 before I'd completed the game (which also meant I barely got to play around with the late game stuff). I think an easy way to address that would be by making the drone construction costs scale as you increase the number of active foundries (and maybe have some ongoing repair costs for your active drones so you can't just build 1,000 of them with no downsides). But I really enjoyed my time, great job with it!
This is great! The start's a little rough with how slippery the movement is and the starting sword I feel should have some extra damage frames so you can start swinging then bump into something and damage it. But that was a lovely ending and I can see the Learn to Fly influences (even if it felt closer to Doodle Jump to me, haha).
This is a pretty good Cookie Clicker style game, but with a few issues:
1. You can very easily screw yourself over by buying too many early mines. I got 7 of the back-door piles and subsequently barely saw the higher tiers until I bought several of them, constantly being set back by the belt capacity. I can only see this problem getting worse as you unlock higher tiers.
2. The mines don't scale well. I stopped after buying one Geode Stand, which set me back $10k and even if that was the only mine I had, I still wouldn't be seeing that amount of money again for a long time. (Why is there still 25+% chance for a rock to have $0 at this stage?)
3. The upgrade info isn't on the upgrade itself, it's tucked away in a menu, which is frustrating, and some of them *still* don't actually tell you what levelling them up does. (e.g. Auto-Crusher)
4. Too much clicking at the start, my hand was starting to cramp by the time I got my first $1k for semi-automation. Obviously I could've used an auto-clicker, but that's not how you should be balancing a game.
5. Some of the upgrade descriptions are lies. The Collector still has 1 capacity by level 3, not 2.5 + 1.5x level.
Overall, this feels like a very old incremental. We've largely outgrown Cookie Clicker-likes (on web, at least) but if you wanted to get that experience across for the jam, I would've made the game *much* quicker to get through (like 10 minutes for your first ascension).
It's definitely unique, but I had a lot of friction with this.
1. The ingame "how to play" is completely off. Perhaps an earlier idea for the game?
2. You've taken a nodelike structure but the upgrade costs are really high with (mostly) very small effects. I was getting about 200-300 gold every 1m 15s, which *might* afford one upgrade. In a normal nodelike sort of game, you're buying 2-3 upgrades a minute.
3. This feels like it was built for an old games console, which is a cool vibe, but it's being played on a PC. I should be able to hover things for more information (are the different circle colours *actually* different?) or see more of the game by fullscreening. I had to zoom in on the web page to 160% just so I could see what's happening.
4. The heroes' movement is very dumb. They're quite happy to start going back on themselves through already-explored rooms even if there's a completely novel path right next to them. Some way of controlling them would help a lot. (I just ended up building a single path every time so they didn't have to make decisions)
Saying that, it's a neat idea and I think it could be a fun game with further development!
A very nice looping incremental!
It took me a little while to understand why I was getting sacred breath back and the statue system, but when I figured them (mostly) out, I started to really understand the depth the game has to offer. If you do develop this further, I'd love to see a few things:
- Better indication as to the overall effect of each statue's life. Sure, I can read the XP I get from each action, but with how many statues you get, it's hard to work out what your XP growth looks like over time.
- Something visually connecting "gaining a level" with "getting sacred breath", like a flying icon or something.
- Being able to build a new action plan without having to do an entire run manually. Like picking from a list of possible (previously seen) actions and running the plan.
- Somewhere I can re-read journal entries.
- Some more statue management, like copy/pasting or "follow this statue's action plan for X actions".
But great job for two weeks! Also, is it possible to complete the 20 sacred breath action at the end? It looks like I'd have to grind a lot to even give try (I have like 3 when it appears).
This has a very neat feel, but it's not really on topic for this jam.
The card gameplay kind of works, but even after having won, I'm still not sure exactly what's happening. I see that after playing 3 cards, the opponent does too, but is there some kind of MtG/YGO match-up happening where one card's defence blocks another's attack? Some more visual communication with how a turn is being resolved and the effects on each player's health could really elevate this game. There's also no reason (as far as I can see) to not simply play your 3 highest attack cards every turn, which makes the 1 attack/1 defence cards essentially useless. Saying all that, the art is really nice, and I'm curious about the world itself!
So you should be able to grab the edge of one of the wheels and rotate it to turn that axis (the cursor hand will turn sideways to indicate you're hovering it). There's a limit to how much you can rotate it left or right though, so that's probably what happened when it got "stuck" (it should still be able to turn the other way). Turning the blue one away from where the camera is now should be enough to move the marble to the other side of the disc.
Aw, sorry to hear that! If you're interested in trying again: The angle is a bit funny at the start, but as long as you hold LMB on one side and drag it fast enough to the other, you should be able to get the marble moving fast enough to break the tape (there's a certain speed you have to hit to get the better camera angle). Getting it in the hole next to the play button sign will start the first level.
Disclaimer: I didn't consider trackpads when I made the controls, so if you're relying on one, I don't blame you at all!
And so Pangbot wept, for there were no more cogs to achieve. This was a fantastic concept and I'd love to see this sort of thing being more common in future jams. For the game itself, it seemed to add a lot of RAM usage as the number of cogs grew (even when there weren't any on the field), which was a shame, but all it meant was I had to close and re-open it a lot as I was getting the last few cogs. Some ways of sorting/filtering the list (by earned/unearned, sorted by time of achievement...) would have been nice but overall I loved the idea and I'm so glad I got to rate so many great games because of it! :D
Metagame cog 22/126 on completion, 126/126 now.
Very cool concept! The spinners felt oddly sensitive at times and oddly un-sensitive at others. It's a bit of a shame that aligning the different frequencies doesn't necessarily do anything. I could see this mechanic as like, hwo you might deal with enemies, for example (like aligning to their resonant frequency, causing them to de-stabilise). But this was a neat experience and I enjoyed it!
Metagame cog 126/126, sorry it took so long to get to your game. XD




