A fun puzzle game with a nice variety of manipulation mechanics.
The difficulty curve also feels fairly well-done, which isn't easy within the scope of a jam. Nice job~now to see if I can clear the last few stages...
Ran-chan
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The original idea was that you wanted to keep your heading on-track for the pad, so you couldn't just mindlessly dodge stuff. So.. the pad might have been a wider area, but equally, missing it would have meant a point deduction (save on the gas giant where it would be a failure).
Never got around to the specifics of mind you, further than an unused HUD marker to help keep you on course -- do have to wonder if it would make the game more annoying though ^^;
(but forgot to say, thanks for playing! >w<)
While not super clear in-game... or possibly the description, come to think.. the idea was that you're dropping cargo down onto a planet or moon. So the only current stage was technically on an earthlike planet (hence, not that I expect most notice, you start to slow down at 100km up: the Kármán line, which defines when you're in space above Earth).
So in regards to the wind, my naive hope at the start was to have a gas giant be the last level (strong winds, further to fall, higher gravity, et cetera). Albeit it makes less sense right now, given you don't have to aim for the landing pad either...
A wonderful twist on the usual tower-defence rules (and on the game theme also)
Only real nitpick would be not seeing turret range before placing I guess; not realising I could upgrade them was more on me being unobservant.
(also had an odd bug later where it kept sending multiple waves at once. But think that's my fault for spamming the next-wave button to much to throw the run on that stage
EDIT: seems to trigger when speeding up on the last stage. Came back and beat it this time~ )
In regards to run time, it's faster if your cargo's heavier, but trying not to make that too fast did impact things a little sadly. though given it should take less than 5 minutes that isn't too long I'd hope. Time was a bit too short to refine things more than I did, sadly, but I won't deny it's not just the ship movement that's sluggish ^^;
I'm... not sure what to say in regards to the controls though, can I ask what you would have regarded as more engaging?
(or was the issue more that you're just dodging the same obstacles? I'd like to have done more there but I squandered too much time early on to even add a second shape)
Thanks for playing! and I'm glad you liked the cargo loading feature~
Sadly I spend most of my time (and most of the overtime) getting the core functionality functioning and looking correct, so didn't have much time for music (and the two tracks I made for other games wouldn't fit >w<)or should I pretend it was intentional to emulate the retro games inspiring it? *ahem*
This is evil, and a wonderful time sink -- and only the clock is stopping me trying another run~
Not sure I've much of a winning strategy but learning that unused turns could be saved was neat.
(only wish I could save some cards for an emergency, like substitute)
Edit: oh there is an end (and a 'hp' cap)
for #2, you can spend 1 blue wisp while in the latex puddles to effectively reset the 'countdown'
(similar to how you can use some when captured by, say, a mimic or fox guard)
Though to actually remove the debuff you need to get through all the floors (think it was 11) and 'end' the demo. Which... is somewhat RNG dependant but not too bad if you're cautious and/or have a good stock of blue whispsPersonally I usually get that effect sooner or later, but that's another matter.





