Thanks for playing, and glad to hear you got it eventually.
Pressgoal
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This is super polished. It felt like dice balatro, and overall I enjoyed my time with it. It's not really the type of game I would generally play, but it felt well done, and is a very create take on the theme. The only bug I found was that it's possible for one dice to get stuck leaning against another, preventing it from ever "finishing" its role, which caused me to lose a really good role at one point. Not a big issue, but perhaps having something that checks how long the die are stationary and then getting the closest side would be a good idea to prevent this from happening. Great work!
Thanks for playing, sorry, the directions should've been more clear in game.
Your goal is to keep both sides alive, so that they can kill the end boss. This was supposed to be implied by the intro dialogue, but it wasn't super clear in gameplay.
The - O + bump the number in brackets by the +- number (it seemed like a good idea at the time).
Hope you at least somewhat enjoyed it lol.
This is very impressive given the time constraint. There's a lot of attack variety, so it doesn't just feel like the same thing every time. My main feedback would be to give some sort of auto-aim option (for people like me who are too lazy to dodge at shoot at the same time), and to make sure that the camera always has a decent coverage around the player. There were a couple times where I died because I was almost going off the screen to get away, so I couldn't see the bullets or whatnot above my head. Great entry though, I expected nothing less from your music and VFX lol.
I love all the visual effects, and the city looks really nice, especially for being procedurally generated. It's unfortunate the the mini-map broke, because I really struggled to actually play the game without know where I am, and there were a couple times going up a hill that my car just blasted off into space. I did have fun driving absurdly fast through the city though, and would definitely try this again if some of the bugs get ironed out post-jam.
The art here is really good, and I like all the sfx. Inversion didn't seem to actually do anything which kind of confused me, but the level design was good, and I was able to beat all the levels. A couple things to fix would be that you currently don't die if you fall off of the map, and some of the ai just felt a bit janky (hard to describe, but it just felt kinda off to me). Good job, and good luck with future games.
The animations here are great, and overall one of the most polished survival games I've seen in a game jam. Biggest thing I would like to have different would be if the radial menu could open near your cursor instead, and maybe opening it with rmb instead of Q since rmb isn't doing anything rn, and sometimes it was awkward to press Q when walking left to get away from zombies and then also having to move my cursor down to the bottom of the screen. Just a bit of quality of life though. Overall I had fun with this game. Great job!
This is awesome dude. Great integration of the theme. The art, vfx, music and sfx were all super polished, the only weird thing I noticed was that the music in game was louder than in the menu. I unfortunately encountered a glitch where ever after beating level 3, it didn't end, but I still had fun with this. Only other thing I'd suggest is maybe making the light default to the scanner, and then you change it to the selected light when holding down a button (left click maybe), just to prevent the times where you have a blob in the middle, and you need to change lights for something somewhere else, but don't want it to accidentally move the blob in the middle. Great job though, definitely the most polished game I've played thus far!
Thanks for playing, and it's great to hear you enjoyed it. The enemies do damage you when they get close, but they have to be pretty much on top of you, and the healthbar is only visible when opening your inventory which was a lack of foresight on our part.
I'll be sure to check out your game as well!
The idea here is really cool, and all the different dimensions and looked great. I was expecting to get myself stuck in a wall at some point, but that never happened, so I was grateful for that. The levels were all well designed, and the music and sfx were great for atmosphere. I wasn't able to find the exit in the forth level, but it was also probably the one I had the most fun with because of the underground area. Overall great work!
I liked the message here, and it's a good integration of radial menus. I wasn't super sure about the light/darkness theme unless you meant the good and bad endings. The story was entertaining. Only tip I have is to not include plastic/metal/electric/glass in so many of the item names as it made it a little too easy imo. Good job though, and good luck with future jams!
Everybody's dead, Dave :(
The pixel art and music are great. Overall polish is insane! I think that it would have been more fun if it ramped a lot more quickly as there wasn't much challenge until about wave 15, and even at that point, I was able to get hammered until wave 30 before I died. I had fun with it though. Great description as well! A little balancing is all that's really needed for this (and maybe a few more upgrades since you stop upgrading at wave 5). I had a lot of fun with this. Great job!
I like the art, and you have a good integration of the radial menus. I really appreciated the time-slow effect when opening it. I had a little trouble finding the light and darkness theme unless it was meant to be the light shining on the player. The gameplay is polished, although if you were to take it farther, you might want to consider increasing the amount of things to do as a player such as dashing etc. I couldn't tell if it was endless or not, but I made it to round 6, and had fun. Great job!
Thanks for playing, and I appreciate the extensive feedback. To clarify, there aren't a lot of attacks in the game that allow you to spin for damage reduction which is by design, but we might have gone a little overboard with it. All attacks are on a rotation though, so you're intended to memorize when attacks are used. Spider canon is every 3 turns and oilmancer fireball is every 4 turns iirc. Sorry the story didn't really stick for you, but the end cutscene was meant to be the reward for completion. Thanks again for playing.
This is really cool with some very impressive fleshed out mechanics with a lot of depth. I really tried to follow all the information given in the description, but it was a lot to take in, and I didn't really understand the combat, so I think in future it would have been better to provide some more clear and concise tutorialization within the game. I can tell that you've made something pretty impressive though, and I won't punish it for my skill issue. Good job!
This game is beautiful. The amount of polish on the art, sound effects and UI is all amazing. The bosses are all pretty well designed as well. I wish that this game allowed you to restart from the boss you died on instead of having to replay the whole game, but nonetheless I had a lot of fun with this entry. Great job!
This is one of the coolest, most unique systems I've seen in the game. I really love your implementation of the theme, and the bosses are both designed really well. I'm also glad that normal mode is a thing because I struggled enough on the one seagull boss, so I don't think I'll ever beat the double. For feedback, I didn't really notice the music during the battles, and I feel like a potentially better way to do the steering would be to have the wheel in a fixed position, and just have it rotate based on if your cursor is turning clockwise or counter-clockwise, with the wheel still spinning, so you can confirm what's happening. That's definitely harder to implement though, and for a jam entry what you have works just fine. Great job, and good luck in future jams!
There's a lot of polish in this game, and I absolutely love the premise. The gameplay didn't really stick for me though. I like the concept of how you implemented the theme, but it made the game feel very passive, more like I was watching instead of playing. The balancing is also a bit off, since I very quickly got to the point where I was one hitting all the bosses (as a fighter class). I enjoyed my time with this one, and I'd love to see you take it further.
The 3d art is really good, and I love your take on the theme. The character customization is not something you usually see in jams. I think that a bit more polish could've gone into the menu, and I wish that the intro cutscene either didn't automatically proceed, or it gave you a bit more time to read. Other than that, I found that the gollem's water laser attack almost always killed me with how it seems to move at the same speed as you, which is almost a guaranteed death if you're near the edges, which you kinda have to be in order to heal. That was the only real issue I had with this game though. It was a lot of fun, and the love that went in is clear. Great job!










