I'm not sure if you can push a web build, but this wanted to install gamemakers toolkit onto my PC.
Web build >non-install > Install when possible.
Raviden
Creator of
Recent community posts
Does the game feel fun to play?
Lots! I enjoyed it enough to do a handful of runs!
Does the difficulty feel balanced?
A bit RNG heavy on what 3 drops you got, but all in all I could manage.
Would you be interested in a full, paid release of this game with more content?
I dont play as many indies as I should, 100% on my phone, but not as a sit down desktop experience.
I had some UI issues where the game wanted to run in a small windows, thats fine but the cursor was really really big. Enemies also got stuck along the wall sometimes and it made them really easy to fight. Had a great time all in all, touch up the visuals a bit.
Good work!
Simple and lots of fun!
I would recommend making the guards a bit more of a threat by having them catch you if you fly overhead. And I would try to have the game use the closest bird available when you click. Sometimes the bird in the bottom right would go to the top of the screen, when the top left bird was much closer.
Really cute, great work!
Does the drawing mechanic feel good?
I thought so! I really liked them. Recognition was pretty damn good when I drew spells, and the book when I hit TAB helped a lot. I LOVE that time slows down while you're casting, but not all the way.
What are problems of that mechanic?
I had a lot of issues aiming projectile spells. Fireball for example starts off fine. I upgraded it and then unlocked the ability to enhance it with another shape, all well and good. The issue after that was my mouse would have drifted a lot, and with little delay before the 3rd targeting window sometimes I could not draw the line to hit my enemy correctly.
While I love the system, maybe just have the ability to click where to attack with projectiles? Keep the line idea for flamethrower? Or maybe allow the player to start the 3rd targeting stroke? Its a bit hard to say because I like it, but It was clunky.
Other then that, fantastic. Had a lot of fun running this. This feels like a lost DS game, and I mean that in a good way.
Hi there!
I appreciate the feedback in regards to a tutorial. I think not spawning in the buttons till the first few enemies are defeated ins a great idea and I'm confident its something we'll end up going with. As for balance the enemies are just a little tanky, we tried to find a balance as they scale for multiplayer. We defs made it a little bit too hard solo, which is why we recommend the guard for its block. The fact that you can end up running past a lot of enemies is an issue that we'll look into.
I'm glad you though the art was cute, the environment will follow. 😁
Thanks for the great feedback!❤️
Hey there! Thanks a ton for all the feedback. This is a really extensive post and I greatly appreciate it.
A lot of your critiques are on the radar, we just didn't have the time to polish or get certain features out the door. A tutorial was planned but we had to cut it, the yellow cube levers are indeed a placeholder asset that we didn't get around to cleaning up before we had to ship it. We would have loved to ship with more visuals, but we were hyper focused on combat and especially multiplayer.
I really appreciate you walking me through your entire gameplay experience step by step and telling us what and wasn't intuitive. While things weren't always apparent, its good to see that your game sense did end up with you drawing the correct conclusions. That's a bit reassuring as we clean up and plan out a tutorial stage amongst other features.
Menu navigation with arrow keys is a no brainer and we really should have implemented given that you don't use the mouse anywhere in game. Full keybindings and controller support will be a must down the road. I'd love to see what you think of multiplayer, and would be happy to run through it with you sometime if you're down for that!
Once again - Thanks! This is super informative feedback! 🙏
That was a lot of fun! I managed to take out the first boss.
Difficulty is pretty brutal, I found myself staring at the parry buttons and forging attacking entirely, especially on my first attempt. Of course by the boss you have to start delaying your inputs to match the animation, but I managed. I would defiantly recommend an easy mode to get the swing of things, more forgiving parry inputs.
A few tutorial UIs seemed to loop until I hit the ESC button on my keyboard and not onscreen button. My mouse also had to be pretty pixel perfect to read the stats on my items and such.
You clearly have a vision and have made a beautiful game! Well done!
Really neat idea! I love the premise of being an underling to an annoying hero.
I found the games difficulty to be a bit intense, sometimes the hero is a little too demanding. I would recommend allowing you to shop from anywhere, or having more then one shop. I also ran into an issue getting the hero the 2nd cup of coffee, even with a few speed upgrades I had a really hard time getting it to him across the map.
The UI and starting tutorial is also a little crazy with text layering over itself, made it a bit hard to get my bearings.
All in all, I love the concept! Clean it up a bit, maybe rebalance and I'd love to play it again.
Thoughts on UI?
Add more labels rather then relying on hover-over for everything. The keyboard style was sick!
What was least clear about the game?
Have a much better history/event log that shows what's going on. I was able to equip my units and attack pretty well.
Any suggestions for town names for the game?
Try to base them on the factions? For the democrats name the downs after major US Cities. Have cannibals name their towns after their favorite body parts? :)
Really good work!
This is certainly a post apocalyptic 4x game and does not disappoint on that.
The factions are all really neat, got a good laugh out of the flavor text. I did run into an issue with the audio lowering when ever a sound effect played, its a little jarring. Also try to push a web build, a lot of people are afraid to download stuff like this. My favorite game this jam so far.
Gameplay: How difficult it is to fight against challengers in Arcade Mode? Have You succeed to pass the Classic Arcade Tower?
It was pretty difficult to get the hang of as there is a lot going on, resource management + rock paper scissors + positioning is a handful. The training mode helped a lot to get the hang of things, and I was able to beat a few enemies.
I don't play a lot of fighters so I'm not sure how par for the course this is.
You should also add a real suggestive warning to the page, you do have one in the opening, but its also a joke layered in about 5 other jokes. A lot of the comedy and memes thrown in didn't land with me personally. (Maybe more for the anime crowd? IDK)
Defiantly a unique experience!
How clear and fun do the new gravity controls feel?
The gravity controls felt alright once I got used to them, but there should 100% be a tutorial level give us the basics.
Did you encounter any confusing moments with the camera, combat, or navigation?
The initial experience was pretty confusing overall. I think zooming the camera out would help a lot. Spikes one shotting you is really rough when you cant see it coming. A minimap over a radar would also go a long way. Try to give the player as much info as possible so they can make decisions about rotating the map. Honestly just slow the whole game down a tad.
The attributions say AI for code, but many aspects of this felt very AI, backgrounds especially. Make sure you're disclosing that if thats the case!
All that said - theres a core of a good game here, good work. polish it up!
Hey there!
Press E to interact and grab objects!
In our delirious state of clean-up and submission we forgot to include that in the description. Also Melee/Block and K/L respectively. (Wrong in description as well.) We made a really nice how to play diagram before you press start, give that a look for more info.
Thanks for checking it out! :)

