Really excellent polish on this one, love the visuals and the music. I did feel the gameplay loop itself needed a bit more depth though e.g. other entities to dodge, obstacles etc. That said, well done on a unique entry overall!
rcortes
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I really love the art style of this one, reminds me of old Newgrounds games. Great job on the visual polish, and the mutation synergies were fun to play around with. I personally went with a mana spam build of just constantly adding blocks, didn't get hit once lol. Would've been great to have some audio to complement all the visual flare, but I understand time limitations.
Nicely done!
Thanks for the kind words, glad you enjoyed! I realise now the health system is definitely quite unintuitive. Basically, the green bar is your health (or "rad"), and your beam and dash abilities consume rad while your swipe attack regenerates it, and the red segmented bars are your lives (or "cores") - so if your rad goes down to zero you consume one core to replenish your rad to 100%. Will definitely add a tutorial later on!
Congrats on making one of the most polished looking games in the jam imo. The designs for the mutated turtles were fun and met the the mutation theme nicely. I felt the difficulty did stall a little towards the middle, so all of the waves afterwards were getting steamrolled within the first few meters. It would be cool to see some larger waves or more powerful crabs in the later game.
Overall very well done, and great music too! I hope you guys get more votes cause you deserve it
Glad you enjoyed it :) The health consumption/regen mechanic was one of those things I added first during prototyping but it completely slipped my mind to properly communicate it to the player 🤦♂️ I'll be patching the game after voting to add a tutorial and some heal/consumption indicators so hopefully that makes it less confusing.
Thanks for the feedback and the kind words!
The sounds gave me flashbacks to my Minecraft XP farm lol. Great job on this one, I love the addition of the mini-map, especially once you become a god. Would be cool if the camera zoomed out as your attack area expanded so you could get a better sense of scale of how powerful you've become. But overall a really polished and well done entry
Thanks for playing! The beam and the dash abilities consume your health and your swipe attack regenerates it, unfortunately I didn't have time to properly communicate that but I've got a patch coming after the voting period to add some hit/heal markers to make it clearer. As for the camera movement, the idea was to have it extend towards the cursor so the player can see more in front of them, but I think I'll have to dial it back a little cause you're not the first person to point it out haha
Pretty neat rogue-like with good controls and clear visuals, and impressive you got the procedural generation done for the jam! I like the idea of the enemies gaining the choices you didn't take - although I think it would have had more weight if you could see the cards before picking them. Well done overall!
Cool visuals and sound design - impressively polished for a jam! Aiming was a little difficult with just WASD, I think it could benefitted using the mouse or joystick instead. I also like the beginning of the levels where you could shoot all over the place to take down enemies across the map, but I wish there was a way to recoup more allies since once you get down to two you're basically stuck going back and forth between the spawner.
Overall really unique concept, well done!
I like the visuals and the dialogue, but was a bit confused about the objective or what the temperatures meant. I kept bringing the temps down to what the details said it should be for the chosen medicine, but the patients died half the time anyway. I like the concept of preparing patients for experimental mutations though
Cool concept and visual style. Good job on the music as well, impressive you got this many tracks done! It would have been cool to see a bit more control over the mutations though since it seems like the winning strategy is just to spend all your money as soon as you get it. Nicely done overall though!
Good job! Nice control scheme, I liked the minimalist art style, and well done on the music! The gameplay does kind of boil down to just trying out the different mutations to see what "unlocks" the path, so I wonder if there could have been more of a platforming-focused emphasis on chaining them together, or a puzzle aspect of figuring out the right sequence of abilities, or some other development on the idea. Nicely done though :)
Cool concept with a fun execution. I love the progressively more mutated Archibald, and the enemy designs are sick. A bit heavy on the RNG as sometimes there's no good way to stack genes without net losing stats, and other times you can just spam the first mutation option every battle and still win. Still a fun and interesting way to level up your character though, well done!
Great entry! Really fun controls, well done minimalist neon art style, and the polygon fracture of the enemies really sells the swordplay.
A couple thoughts/suggestion:
- The difficulty seems to level off after a few waves. I think it would have been fun to scale it up more over time
- I found that wiggling your sword constantly was a bit of an OP strategy lol. Maybe a minor stamina cost to sword movement could balance it?
Overall a really fun and stylish entry, you should be proud!
Nice game! I liked the enemy variety, sprite work, the journal entries, and not to mention the turtle cameo for the wildcard.
A couple points of feedback/suggestion:
- I wasn't sure how to use the serum syringe (found out by trial and error it was F), so worth listing in the controls
- Would be nice to have some indication of when you're taking damage
- Could be good to have a charge up animation for the mutant boss' laser so you have time to find cover
Overall nicely done!


