HAT.
Rad Dykal
Creator of
Recent community posts
I genuinely love the game and setting and so far I've only played the demo, but you need to increase the respawn timer if you die a lot in a short time frame. I'm stuck in the first 2 v 2 battle for control of the sector and although we have every single resource node, and have surrounded the enemy battlecarrier with turrets, the sheer actual damage that the enemy ships can dish out in their 10 second lifespan plus the lengthy amount of time it takes for you to fly from one corner of the map to the other, means that it's genuinely very hard to actually deal enough damage to defeat the enemy carrier. Me and my AI partner can chip off about 20% of the Shell HP before getting killed by the built in Missile carriers + full health enemy ships spawning in and it's very hard to maintain the pressure because your own battle carrier only spawns two drones, no matter how many nodes you control.
I'm sure it's not impossible but it feels very bad when you realize you've spent 10 minutes in a statemate because there's no real consequences for gaining or losing total map control. Once again, wonderful game, I don't mean to be negative, it's just the game makes it hard to just finish the enemy, in the story mode at least.
I'm so sorry to complain about this but the game doesn't "lock" my mouse movements, so I had to disable my extra screens to play. I just wish ONE level of complexity was removed from this to make it easier to handle, like mapping the robot punch and block to keyboard buttons, instead of making me have to leave the tower to press the buttons, OR making the hammer just drive in nails as long as I hit it, instead of having to flip the hammer head, OR making a nail hit not knock the mouse away too hard since I'll accidentally hammer in nails while trying to grapple as I move around the tower.
I got the bad end despite clearing the 100% tower height needed so I'm not sure if I was missing something. The whole thing is definitely some frantic fun though, I loved all the art and it's definitely one of the cooler ideas I've seen in the jam!

Glad you updated this, because I loved it on my first try! The Heavy dice that stay on the board are genuinely the best part and makes you do the most thinking about actual future moves, I'd love to see more dice that incorporate some kind of bonus beyond the turn you play it on.
(Like they reroll the existing dice you're currently holding onto or help boost the chance of getting another dice like it out of your bag next turn)
Really you could do whatever you want, the concept is really solid!
Marvelous work!
