This game is so sweet
boomo
Creator of
Recent community posts
Nice, glad it worked! The demo might have worked because we used an older version of the Unity engine to build it (upgrading fixed some memory leaks that were affecting a ton of people). In general, the main reason to not allow free resizing is because we didn't design the UI to accommodate for all aspect ratios (or really anything other than 16:9).
The "keyboard only" setting lets you control the artifact in-game using only your keyboard (and not your mouse). It's helpful if you want to play on your laptop in bed or something like that I've heard.
Hey, it's been a while but I tried poking around with some of the settings. There isn't a clear error and I think it's some sort of old graphics related issue. I tried disabling a setting specific to Windows 7 ("Use DXGI flip model swapchain") in case that fixes it. I also made it so you could freely resize the window in the build below as well -- hopefully either of those fix it.
Here's a link to the build: https://drive.google.com/file/d/1eNKnlnot_NaPoKy3rLjmbLHvbU4NnsOo/view?usp=drive...
Great game, that was super fun! It's super satisfying to hit multiple enemies at the same time or knock enemies off with your weapons. I think it would be nice if the crosshair changed (color?) depending on the weapon you were using, so that it was easier to tell how much damage I would do. Especially since the majority of the time I'm focused on looking at the main part of the screen.
The trajectory previews are super helpful! This game feels like it would be super cool once you master changing the size of the planets so that they can change trajectory mid flight. I found that an easy way to cheese it was to just shrink all of the asteroids size to really small, and just go back and forth in straight lines haha
Super super fun game! It's really satisfying to build up a super advanced ship and pilot it around. I didn't realize there were upgrades too, but that added a lot more as well. I think it would be nice if there was some sort of increased FOV or warning for obstacles off screen -- it feels like sometimes the asteroids spawn inside of you and there's not much you can do about it
Wow that was so much content for a 48 hour jam! I like how there were so many weapons and abilities you guys thought of and implemented, and a lot of levels too! I think that the main of rolling the dice for different power ups could have been cool if it had a bit more nuance than just timing it -- like maybe you have to go through the level quickly or else the dice won't turn blue, or you can overclock yourself to gain more benefits but also drawbacks. I'm sure there's plenty of ways you can go, but this was super impressive for a 48 hour jam, great job!
Cool game! I liked the idea that the explosions grow with how far they go. I could totally see more puzzles being introduced with a bunch of different mechanics. I think the controls were a bit weird, involving both the arrow keys and WASD. Maybe you could have it be like holding will enter firing mode, and then aim, and releasing will shoot the bomb? (You could add an indicator then too!) Great work overall!
Super interesting idea being a game where you only live for 6 seconds! I bet it could be a lot more intense with some time manipulation effects, for example if time slowed down as it counted down to 0 so that you could really edge out and get the next power up just before time runs out. Great work with all art and sound effects in the game, it feels great!
Cool game! I like that each of the dice have their own special characteristics. Maybe make them cycle (a queue) instead of grabbing it off the top each time so that you can predict what your next moves will be better? Either way it was super fun to run through the runs and the environments helped make the game feel complete! Great work on a solo build!















