Thanks very much! Adding the involved reload mechanic felt like a risky move for how fast the game is, so I'm very glad you liked it!
Robin Field
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Love the vibe of this game, big fan of the isometric perspective (even if it causes some pain when you're racing around as fast as you can) and a very big fan of the lighting.
I didn't understand how 'a certain room' related to the 'oops-all-spikes' room until I had already beaten the game through trial and error, and initially thought it was just a dead-end. When I saw your 'all info for progressing is given in the game' response to a comment, I went in for a second look and finally cottoned on.
There are interesting design choices in this game that I really dig, such as the multiple solutions to getting through rooms, and the way the faster solutions are hinted at once you've done it the slow way. I had a really nice 'thinking out of the box' type moment in the main room which felt great, on my second play.
I don't think I was quite able to appreciate it until my second go around, and my first made for more of a frustrating experience. I'm not sure how you would go about bringing that discovery to the player sooner, if you even want to, but I think you've got some nice ideas in here that may fly under the radar.
Thanks very much!
Yeah, the barricades are pretty unfortunate as they are now; they were part of the original idea, which was moreso about picking and choosing what lanes are open in order to get the materials you need, while minimizing threat. It ended up straying away from that and the barricades just don't really fit in with how it currently works.
And that does sound like a bug to me. Added to the list for whenever we have the time.
Thanks for the feedback, very glad you enjoyed it!
The final wave thing almost didn't make it in, so I'm glad it was worthwhile. 😉
I agree about the walk speed, it does start to get tedious to walk around building towers as the level expands, and I think it also ends up encouraging you to consolidate your towers around a single area, which is not quite what I'd like. (Although I think there are other choices at play there, too.)
Appreciate the thoughts, I'm glad the jumping zombies weren't just confusing and annoying; I really wanted to fit in some more out-of-the-box enemy behaviour, for better or worse.
I never even thought about people barricading the last wave, which is pretty funny once you know what it spawns, the barricade feature itself needs a lot of work.
This is crazy helpful, thanks very much!
Your statement at the end about expanding it is pretty much how I feel about it too, I think there are some big issues with how the material gathering works right now & most of the ways I can think about improving it pushes it closer to just being a worse version of noita. I think it definitely needs some ways to make what spells you get / how useful they are vary per run, at least.
I hadn't heard of Magicmaker or Mages of Mystralia, I'd like to check those out sometime.
( the rune halves the cost of the materials at either side of it btw )
Looks, sounds, plays good, and feels pretty authentic; something I've come to expect from your games!
a few nitpicks:
i found myself often spamming O as a fruitless way to speed up the intermission screens and, during game over, it caused me to instantly start a new game and lose my progress twice.
I wish the game would do that pacman style position shifting when you're turning corners without being fully in the middle of a tile, I got snagged a good amount while trying to get around fast.
It's possible that I just didn't pay enough attention, but I thought the enemy movement was quite difficult to predict, which became a little annoying for me in the later levels when trying to time my actions to where they are.
Can't believe this topic is so old already 😓
I wish I'd gotten further than I have, but it's still crawling forward whenever I get the time for it; the scope has now been clamped hard and I'm mostly filling in holes now, so the progress rate has been slowly getting faster.
Appreciate the continued interest, another speed boost for me. 😌



I'd like to keep it bundled for free with the original version like I had first intended, I guess it really IS Plagued Station 2:2 👀
I have been daydreaming about what I'd like to do with it on steam; but i've gotta get this sucker done before I can seriously think about that kind of stuff
thanks for your support!
Hey, appreciate that you're still thinking about it!
This is probably my largest personal project so far; it's hard to avoid dragging your feet once you get far enough into a project, as you may know. I've convinced myself that it'll be done, hell or high water, though.
The explorable map is about 95% laid out (regarding there are no massive changes from this point), and about 9x the size of the map in part 1 - I've got some things in the game that i'm pretty stoked to share once it's done, so here's hoping. ;)

thanks so much for the kind words, it really helps keep me motivated!
losing palfly happens during the biolabs boss fight, although i don't think i telegraphed it too well
i wasn't expecting any interest in the ost, but i'd happily put it up for download
i wish you luck with your own projects, your style is right up my alley!
:)
Thanks so much for playing! ;)
Environmental Station Alpha has been on my radar for a while but I haven't gotten around to playing it yet.
Sadly there pretty much aren't any secrets. I had some extra items in the game to be used for secrets but I was in such a rush to get the rooms done in time before the deadline that I just didn't have time to add any. (You can tell it's super rushed around the end as most of the rooms are just funnels that push you to the next location :S )
I have some plans for an extra location to visit, to wrap things up after the credits, that I'd love to add if I can find enough time for it.
Thanks for the feedback. :)
Thanks for playing, I'm glad you enjoyed it.
I think fading in some cool bladerunner synth while you're walking around the streets would be a sweet addition if I find time to do an update.
I believe the bounty hunter spawning was based on how high your bounty was, which increases when you kill bounty hunters.
Thanks for the feedback. ;)





















