Very enjoyable entry! The exact controls were a little iffy in some cases - I would've preferred using A and D over left and right arrows since I'm right-handed and using space. Ideally, probably being able to use A or left, and D or right would've been good. Otherwise, once I knew what was going on and how to use the controls, everything was really smooth and fun!
Partheas
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Ice bridge mechanic is very interesting. It would be nice if it was limited in a different way than having a maximum number of blocks to play, or having a spot at the beginning to visit to restock them. I did end up getting soft locked upon running out of ice blocks, not realizing initially that they were limited, and having no way to resupply them. It felt like the skating momentum mechanic wasn't super impactful on my gameplay, even though it was pretty satisfying to play with
it was intended to be part of the puzzle, but getting essentially a game over was not specifically intended. Had a few ideas to deal with it, but ran out of time before getting around to implementing anything. Also intended to add piece rotation, which would've helped that problem in certain instances.
Thank you for playing!
Very neat game. I really enjoyed all the interesting light effects going on.
I appreciated a map feature, but I would've preferred if either using the map paused the game while viewing it, or if it was transparent so that I could still move through the world unimpeded since my pet(s)' life was continuing to tick down.
The pets themselves all felt pretty distinct and fun
Really nice game. The mechanic of keeping the balance between the sides to generate a higher score is really cool. The gameplay didn't feel super rewarding, and when the game just continued after I beat "The End" without acknowledging the achievement in any way, it didn't really feel like an end or a victory. Also, had an issue with not being able to target with the wolf card, even though other targeting cards seemed to work.
All in all though, really cool concept, and I enjoyed playing it!
Oh, one last idea, after talking with Annikat about it - if you threw in like a fate card maybe that essentially retriggered the last wave or sent some % of the upcoming raid's power, it would give people a reason to keep some defenses on hand at all times, along with a gold upkeep to make gold production more necessary. Obviously, using the last wave instead of the next wave for numbers gives the player a better chance of being able to predict and prepare for the random event, but either option sounds decent
I assure you, I enjoyed every minute of it! I like a good "numbers go up" game, and boy did the numbers go up! XD
Another couple suggestions, though, would be to make the infrastructure upgrades' expense and the cost of spying to scale up faster, because they're both super powerful features. And also for the bribe feature to be less consistent.
Again, really fun as is, and it's a hard balance to make the beginning not punishingly hard, while keeping the game consistent, engaging, challenging, and fun into an end game.
And Rozvir fell on Day 69 after spending too much money attempting to bribe as many invaders from the 128 quadrillion-strong invading army as they thought they could afford.
I really enjoyed this! After I discovered that investing in healthcare yielded ridiculous returns on the investment (points for realism), I played wondering if numbers would overflow first, or if the "next day" button would float off the screen preventing me from continuing to the next day. On Day 39, my population reach its lowest on record (--8.2 quintillion), and my negative population refused to work, profusely regurgitating food without dying. But there was plenty of money. Then I continued to see if I would fail, or if the enemy army would become negative and what that would do. I did not live to see my negative population starve due to overproduction of food, nor to see a negative army raid my city of negative people. We ran out of money for bribes.
It was a blast
You don't need FULL speed, but you do need a bit. I found the biggest thing that got me was not waiting long enough (or waiting too long) to jump them. And if you do come back for more rounds, you can get through the game over screen and start your next round just using the space bar. Really helps get those reps in :)
Really amazing game! By far my favorite submission I've played yet! I like the way the difficulty changes between rooms, and the way the enemies are balanced with speed and health. The checkpoint is a nice feature to have. The whole dungeon was really well-designed. The big spiders at room 8 gave me a hard time for a bit, but now room 9 is my struggle. Haven't been past room 10 with the 4 shooters in the courtyard. I'll definitely be back to make more progress though!
Also, the scaling thing was an issue we had to figure out with our project as well - it depends on the browser's zoom level. We found we had to go into Project > Project Settings... > General > Display > Window, and under Stretch, changed Mode to viewport. We also changed Aspect to keep. If I remember right, that's all we had to do to fix it.
Yeah, I barely did any of the work on this project. It's very much Annikatt's game. She came up with the idea and made it all from scratch, and did a really amazing job with it. We didn't hear about the game jam until the 30th, and I wasn't able to contribute much. I pretty much just offered feedback, did some bug fixes, made the volume slider work, and made the end screens skippable with the space bar to make the replay process faster








