Thank you for checking out the game!
ReyDahlia
Creator of
Recent community posts
Thank you for you comment. The reason for the current double press is due to a missing feature in this build where after confirming an item, it will slide into a corresponding slot in your collection. You can then view your collection and press Z again to dismiss. This feature is now working in the current latest build so stay tuned for the sprint 3 version!
Will consider alternate control schemes and ways to make it more accessible
Great theming with the incremental design as it really reinforces the theme of small actions snowballing into great change. With the solid foundation here, you just need to build on top of it to create a deep scaling game. Also really like the aesthetics presented with the music and the characters.
Can't wait to see the sprint 3 version!
Thank you for the response. Enjoy these types of trading and simulated economy games so looking forward to the sprint 3 version.
One other quality of life suggestion I forgot to mention.
Would be really nice if at any point you could hover an element in lets say your cargo area and have all the ports show an icon of said element with a different background or style depending of they're buying or selling. Will help people plan routes easier
Thabks a lot for the detailled feedback. Currently struggling to achieve a smooth sensation for the player character due to using hard individual frames for her motion and attacks. Will be looking into upgrading the main look by using skeletal animation instead while still keeping pixel style. Also will place high focus on making traversal and combat feel nice.
Nice concept with the trading strategies and where to trade what for max cash.
Would like to see an option to pause or slow down the game while in a port as I can feel some players (like me) accidentally leave it on top speed while thinking of our next target which would be bad if you decide to go with a time limit.
Playing this I was a bit confused on what was what exactly but I don't doubt it'll be much clearer with an improved presentation in the sprint 3 version
With your pitch, I imagined your game would be some kind of tower defense but seems to be more action focused with the main player doing the work. Not saying one is better than the other but it just surprised me.
With this combat focus, may I suggest taking some inspiration from the first Ratchet and Clank? In the first RaC, Ratchet is more fragile and less mobile than all the others, making the combat more puzzle focused as Ratchet needs to maximize the usage out of all his tools. Long range, crowd control, traps, luring enemies in, it was all in there
Seems it has potential with the stuff I managed to do or test. A grid based puzzle where you must build the most ideal machine. Definitely needs some mechanics which give you trouble as without them, it'd be too easy to build the most ideal setup every time.
Have to say, the AI cover made me disinterested, and wouldn't have checked out the game if it wasn't part of the jam. Maybe it could be replaced by the time of final production?
Thank you for your comment. Looking at others docs, seems like mine is lightweight so didn't go into too many details.
For enemies, I would like around 4 to 5 different ones with different attack patterns to mix up various cases. However, a call to action is complicated for the average person as this is mostly to do with farming and fertilizer. Will try to come up with something to emphazise it more.
Will also try to keep the collectibles last on the chopping block since I was thinking the same thing on gameplay vatiety. Constant fighting would get exhausting so it would be nice to take it slow and explore around too.
Concept art already looks really interesting and the idea to have an ecosystem continue to develop in the overworld sounds unique. Also enjoy the vision of making humanity and nature coexist through positive contributions everyone can make.
Solid ideas overall, can't wait to play a prototype or the full release!
The idea of an elemental puzzle game fits very well with the theme of the jam. All of the ideas feel like they syncronize great one with the other.
But now, reading you design doc, I got spoiled on a twist later on in the game xd.
Do you have a plan of how many levels will be created? I noticed there was no section of things to potentially cut in case of a time crunch. While it's nice to try and keep ahead of schedule, it's also important to have a backup plan in case things go south
Sounds very interesting. I had no idea mud volcanoes and LUSI existed so it's a great chance to educate others on the subject. Due to this, I would like to see a greater emphasis on the informative aspects of the real life LUSI.
My main issue are the asthetics presented can clash with one another as SimCity has a cartoony, lighthearted look while frostpunk has a realistic, hardcore look. One of these needs to be picked and I'd recommend the cartoony look to fit better within the jam time.
Can't wait to see the finished product
I really like the overall theme and asthetics. Tower defense games especially are super flexible in theming and additional mechanics. Seems like your team is very organized and has clearly defined duties too.
My wish would be that the policies are greatly interwoven within the core of the tower defense, changing multiple things about the enemies, towers, path, etc. If things need to be cut, the policies should be last on the chopping block.
Wow, a horror match 3 game? Now there's a unique concept I haven't seen before. The random elements really ramped up the tension and it feels like if there's a bit more polish here, it can turn into a very successful horror game.
Really enjoyed the concept and the overall atmosphere of everything too. Everything turned out really well!
Thabks for the detailled response! I did intially plan for the enemies to be more strongly linked to western mythology like griffins and dragons but was on the final 6 hours when designing the last 3 enemies so it's something to be improved for post jam.
As for the audio, I think there is an issue with the audio system I used where if you play too many sounds, it will get overloaded and do weird things.
Really glad you appreciated the artwork and characters! Will be looking to do a post jam patch adjusting some things with all the feedback
Really cool artwork and sprites. I really like puzzle platformers but the controls felt a little janky and unintuitive sometimes. I felt like I was breaking the game unintentionally with some of the stuff I was pulling off. If the controls were polished and the game explained a little better this would be a great game.
Liked the presentation and the scary vibe. Graphics were very good for the jam time too. I only wished that the games had some more audio feedback to you successfully completing them or the monster coming closer to you. There has a heartbeat sound at first but it went away after I got through 3 or so doors.






