It’s a good difficulty for speedrunning. And I think it’s fine for new players as well, since they don’t know how to cheese the game yet. There is an issue with the spawner hitboxes though: if you shoot them from the side, the bullets will phase through unless you aim perfectly for the bottom.
Pyrious
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My strategy is to just connect to portals at the start, then aggressively rewire portal in-degrees to exactly 3 in the mid game, and then just put out fires short-term in the late game by placing more roads until the 3-portals inevitably overflow.
EDIT: Got 3387 but at the very end I hit the road limit that I didn’t know existed.
Incredibly impressive work for a single person in 9 days.
I only played on normal mode, but it seemed like the optimal strategy was to dig out a semi-square centered on the entrance to the mines + try to avoid digging metals, and then spam build towers right by the camp. Once you figure that out there isn’t much else to optimize, so it seems like there’s some missing complexity (different types of towers, or some other source of complexity) – but obviously this is a jam game.
This may be overly ambitious for a jam game, but I like the idea. I like the idea so much that I actually already have an eerily similar WIP non-jam game (top-down shooter, play as a hooded mage holding a staff, fight trees / rocks / enemies for resources and recipes, craft weapons).
Being able to drop items is an important missing feature, or maybe I just couldn’t figure out how.
This game makes good usage of risk vs reward, and it has potential to be a nice small game. However, it is basically unplayable because of 3 easy-to-fix issues (which have been mentioned already but anyways):
- Either the camera should rotate with facing, or movement should be independent of facing – WASD directions should never desync from the camera’s axes.
- The bullet sound effect shouldn’t be layered x100 when you shoot 100 bullets at a time. Maybe increase the volume of the sound effect instead (with an upper bound), or limit the number of copies of the sound per shot to a small number.
- The icon name popup should have a mostly or fully transparent background.
Fun game! The interactive environment is a nice and important touch. I feel like a little more friction for the earlier levels might have been nice while learning the game, since you can’t move the cannon yet so there’s a lot of leftwards sliding when the pieces land.
Also a couple of tiny nitpicks:
- Retry should reset the camera position (I went really high and then had to wait for the camera to come all the way back down)
- Z-index seems to be slightly off for some things in relation to the cannon:
So the number of ratings is actually based on how long your run lasted (in minutes, clamped to at least 5). But it might have been interesting to round the scores to multiples of 1 / ratings
, I hadn’t considered that.
EDIT: As for score being lower than raw score, that’s true. But also kinda unfair how itch does that lol.
Probably just not my type of game, but I felt like the puzzle aspect was somewhat missing. Connecting the threads without overlap was easy (which is reasonable), but figuring out which evidence was linked to each suspect+victim was too straightforward. At first I thought I would have to do some critical thinking to connect victims to suspects, but it was just connecting victim+suspect to the listed evidence.
Got it. I completely didn't notice the treasure chests the first time I played. In my mind I guess they were an obstacle to avoid like the driftwood. There should probably be some indication that the treasure chests are good and you want to bump into them, like a glow effect or an animation, or something.
Thanks! The performance issue isn't just you, the web build's performance degraded as I finished up the map at the end of the jam, because everything in the world is loaded at once. I couldn't figure out how to upload native builds in addition to the web build on itch.io, but I'll do that when the voting period ends.
Cool concept, with a good balance of risk and reward. Unfortunately the game becomes grindy, as you can only deal a little chip damage to the spawners per mushroom, and mushroom drops are rng per slime, and then every once in a while you have to roundtrip all the way to the bottom of the map to restore HP.