Love it. My favorite thing is that all three levels are the exact same run but at different starting heights. Makes you appreciate how many routes there were that weren't apparent on the first pass, as well as how everybody's legs were also animated. Very cool thing to do. Love the "bored people in an office" vibe, too. Explains the paper airplane.
parbroil
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I feel like there's a really meaningful game in here somewhere. Kind of like papers, please but for healthcare. Would be really interested in seeing how it develops. Keep it up!
As it stands right now, the lack of any consequences for making any decisions, and the lack of criteria, might also have something interesting to say, but that's maybe reading too much into it.
Cool idea! A unique take on the defense genre.
I found it pretty frustrating to deal with the incoming bullets. Couldn't figure out if there was a way to defeat or dodge them.
Edit: after reading the other comments, I went back and looked at the controls and realized that I overlooked the spacebar completely. Haha, much better!
Wins:
- I've been tinkering with games since I was a kid, but this is the first time I actually finished a game, even if it's tiny.
- I love the feel of the main mechanic I came up with. I spent hours tuning it, and it feels organic and fun.
- I didn't know anything about shaders, but I didn't let that stop me, and it resulted in responsive-feeling graphics that I'm really happy with.
- I learned a lot about Godot
Losses:
- Now that it's "done," I'm seeing all of the things that I didn't do but really should have.
- Some of the comments make it clear that I needed some sort of tutorial or instructions to make it clear how the game is supposed be played. It seemed obvious to me, but, y'know, I wrote it. A little tutorial NPC ship showing you how you're meant to fly is on top of my "should have added" list.
- I really wish I had taken the time to add some basic music and sounds; it would really have helped.
That was fun! I've been working through the other spaceship-based entries, and this is a really cool one! It's really neat how different each Kenny-assetted-connection-themed-spaceship game is. This one was fun! The one upgrade per stage thing made for some interesting build potential and replayability. Nice job!
Neat idea! Fantastic aesthetic. Good cover art, and honestly just naming your credits page "critical roles" deserves an extra star in the ratings.
I couldn't figure out how to rotate the camera, and I wasn't really clear on what was going on in combat. Sometimes bombs appeared but they didn't appear to explode? And I think the other bags were maybe money? There was a giant splash screen of info when it started but it immediately disappeared.
Fantastic!
I love the idea. There are so many crafting surival games out there, it's hard to do something new. Here's something new! And it's on theme!
The implementation is fantastic. I can see where it'd go with more time, but it's already a lot of fun. I hope you keep adding to it.
The music is soothing and a good choice.
The only note I've got is that I found acquiring wood to be really exhausting. Everything needed wood, and the vehicle frequently wandered away from any trees. And I hope turrets or something to automate dealing with goblins shows up in the tech tree at some point.
Cool concept, hectic, mechanic works out. Very hard. Good stuff!
If I had one feature request, it'd be a "switch the connection to the other thingy" key, so I don't have to drag the wire back and forth each time. Then again, having to do it manually adds a sort of frantic energency engineer vibe that provides a lot of flavor.
I love the vibe, and I like the take on "connections." I'd love some sort of hint system for if I can't find one of the constellations.
Also, this is maybe me just being a nitpicker, so feel free to ignore: while the parallax scrolling looks really good (and the stars DO look really good!), if this is meant to be a telescope, the stars shouldn't be moving in parallax.

