Really interesting design! Having the combat character clear the path first makes you feel much more skilled when navigating the security traps with the hacker on the second pass. I also loved the style shift during the hacking sequence. However, the keybindings felt a bit counterintuitive to me, and maybe you could drop the left-click attack restriction if it doesn’t serve other purposes.
Rainbowrain-TW
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I was a bit confused at first, but after clicking the mouse and seeing those beautifully glowing blocks, along with the score numbers constantly ticking up after connecting them, I just couldn't help but fill the entire screen.
It would be amazing to have some music or sfx, or maybe adding some witty little flavor texts that pop up whenever your score-per-second reaches certain milestones—that would definitely put a smile on players' faces. Very on-theme submission!
Really fun game! The music is super atmospheric, and there are plenty of upgrade options.
I actually missed the guide arrow on my first run and flew straight from Station 3 to Station 9, dropping right into a massive swarm of enemies lol! The drones were a blast to use, and the ship's handling and inertia design gave the controls a really unique personality. It would be even better if we could see the cooldown timers for the dash and barrel roll. Overall, great work!
Thank you so much! Hearing that the game feels well-balanced is probably the biggest compliment I could ask for.
I still have a lot to learn when it comes to making music. For this game, my main goal was to make sure the loop didn’t become annoying too quickly, but creating a BGM track that stays enjoyable for a long session is definitely a new challenge for me. Your feedback is really helpful. Thanks again!
I spent a lot of time playtesting to tweak the balance, and the appliance levels were actually a last-minute addition to the design. It's amazing to hear that you noticed those details and had so much fun! Thank you for describing your playthrough so perfectly—I can completely picture the exact moment you're talking about.
That’s incredibly professional advice — thank you so much! I’m a big fan of HoloCure and Vampire Survivors myself, but I’ve mostly enjoyed them from a player’s perspective. This game jam experience really helped me understand the design aspects you pointed out, and I’m sure it’ll be extremely helpful for my future projects.
You’re absolutely right about the progression and endgame. Even though I did include speed caps in my initial implementation, the fact that the upgrades still felt neutralized means the sense of investment and power-up payoff wasn’t strong enough. Also, not having enough synergy for “broken builds” was definitely a missed opportunity — discovering those crazy combos is honestly my favorite part of these games too!
Using a hard time limit for the endgame is also a great suggestion. My original idea was to let players clear the main stage and then test their limits in Endless Mode, which is a common loop, but my current upgrade system clearly isn’t deep enough to support that kind of long-term scaling yet. That’s probably what led to the “inevitably overwhelmed” feeling. This is definitely something I’d love to improve in the future. Thanks again for such a thoughtful deep dive!
Thank you for the compliments! I also really love the concept of the turrets, and there are actually a lot of expanded mechanics that I didn't have time to implement. Regarding what you disliked, I think it’s a bit of a dilemma. If enemies don't get stronger, the game loses its challenge; but if their scaling matches the player's upgrades too closely, it definitely weakens the sense of progression.
I hope I can figure out a design that balances both. Thanks for pointing it out—it’s definitely a problem worth diving into!
