Really clever idea! Controlling the tower can get very difficult and unpredictive, but I imagine it wasn't the easiest thing to implement (and it can lead to some extra funny results anyway, which I suppose adds to the charm). Overall it's well-presented and fun to play. Excellent work.
riari89
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High points for originality! I got old school city sim vibes (it actually reminded me mainly of Monopoly Tycoon for some reason) and I like the concept. I saw your replies to some of the other comments about having to cut down the scope for various reasons - I think you did very well under the circumstances!
Wow! One of my favourite submissions for sure. It's such a carefully and expertly crafted game with an original concept at its core. I'm having a hard time faulting it - the only thing I would say is the floating text/icon animation is probably a bit over-used, but the game is presented so nicely in general, it's easy to overlook that. I had a lot of fun playing. Bravo!
Easily one of my favourite submissions. I felt like I was playing a surreal blend of Mirror's Edge and Half-Life! I thought the controls and player movement were really well tuned, and that was before I discovered how the wall-jumping works, which immediately doubled the fun factor. I like how it gives you an opportunity to recover after a bad move - it delivers just the right amount of challenge without feeling like it's unfair. Great work!
This is very impressive! It's short, but really, really high quality. I had some minor issues with the item UI/UX (like the slightly buggy hover state of the slots throwing me off), but I won't let that detract from what is otherwise an amazing piece of work. I'm surprised this submission doesn't have more ratings - hopefully you get a lot more before voting ends!
Solid concept! It's a nice blend of mechanics. It's a little clunky as it is, but I imagine it could be amazing with more time to polish it. Great work.
Btw, I could be wrong but it sounds like the volume sliders just scale the volume linearly instead of logarithmically. Take a look at the linear_to_db and db_to_linear functions if you aren't already using them!
I saw your progress on this in the Discord server and it definitely caught my eye. Glad I finally got to it! Playing on keyboard does feel a little clunky, but I'm sure it is smoother with a controller. I'd be curious to see how a WASD + mouse (for aiming and attacking in 360 degrees) combo would feel.
More enemy types and variety in the tileset would be nice to see, but I think you chose wisely in terms of avoiding scope creep and having time to polish the core game. Nice work :)
Wow. I love finding polished gems like this! It's very hard to fault. I only had two issues: sometimes I couldn't get the orc to kick (like I was a fraction too close to an obstacle), and several times I was somehow sent to the top of the tower prematurely without really encountering anything. Other than that, it's a highly polished, charming throwback to the 90s arcade era.
Great little game! It took me a minute or two to figure out how to play even with the hints, but I had fun with it once I got going. I like the colour choices, and a game is always made better with cats IMO!
One thing that bugged me a little was the lack of visual indication of which character you're controlling other than the switching animation. A border (or just the corners of a square) around the currently selected character would work well I think.
Thank you for the feedback! I'm pretty new to doing pixel art and noticed the inconsistencies about a third of the way into the jam, but decided not to try correcting it until I have a better idea of what I'm doing. Good point about the hint system blocking gameplay - I've made a note to revisit that!
That works! I played for about 30 mins with headphones on. I'm not sold on the respirator mechanic - I think picking up oxygen supplies instead of remembering to use the respirator every so often would be more interesting.
The overall concept is nice though. My favourite thing about this game is how atmospheric it is, which is pretty impressive given the amount of greyboxing. I had a little "wow" moment when I was walking across a bridge and there was a crack of thunder. The combination of the weather effects, water running down some of the angled surfaces, the fog, etc is pretty effective and I can easily imagine how the game might look with finished art. Good job!
There's a lot to like about this! The artwork is great and the radio is fun to play around with (I especially like the fact you can tune into radio stations and listen to music while you wait for a transmission). I also like how the territory map changes as the war progresses. The Papers, Please inspiration is clear and it's very well executed overall - definitely a game I'd like to come back to!
I love the concept, art style, and audio. It's a very polished game! The only thing I had trouble with is identifying exactly when to turn, because the art style is so good it's difficult to tell exactly where the underlying grid cells are. I think adding very faintly visible grid lines would help a little to make the controls less frustrating without taking too much challenge out of it.
Great feedback, thank you! Good point about the buttons at the end of each level. I think I nearly misclicked one during my playtests, so I'll definitely improve that. Disabling them for 1-2 seconds seems like a good solution.
I did implement a "random colours" mode for the tracks that does as you suggested, but found it a bit chaotic to balance against the other settings (number of tracks, spawn frequency, number of enabled colours, train speed, etc). Might revisit the idea though.
Thanks for playing!
I found this difficult to get into at first, but once I figured out how to play it properly, I really liked it. I'm impressed by how much you managed to get done because there's so much going on in this game and none of it seems to be broken! I would have liked the option to zoom in/out, but I know that's easier said than done and the minimap is already useful. Nice work :)
You're right, aiming is slightly painful, especially on the second level with those outer tracks. The levels really need more tuning as well. I did originally try an orthographic perspective but found it was slightly too easy that way, so I'm going to figure out how to cast a shadow or decal and add it after voting ends. Thanks for playing!