Thanks for updating the game. Glad I got to see the ending.
robstherapy
Creator of
Recent community posts
I like that there's a lot of potential in how you place things, because you can put down resources as well as gatherers. The shop also adds a lot of depth with adding and removing cards. For feedback, Id say the game just feels too long. A lot of turns where you don't do much. The meteors didn't really add any tension (mine all landed in barren tiles).
Overall though, its a solid and ambitious game. The team did a good job.
The targets being simple shapes and different colors makes then distinguishable while also making this way less violent than usual. The gun firing on a countdown just felt inconvenient. Your target can't escape once you spot them. So it just slows down scanning the crowd because you need to swing it away before it fires.
I liked that the appearances varied more over time, it kept it interesting. Good work.
The concept of light being a resource was interesting since it restricts your vision, but it feels like you just can't afford to use it. I wouldn't dash, and would only shoot when I'm right in front of an enemy to get glow back on kill. The melee just didn't work most of the time, but this was probably for the best because then there's no need to shoot and actually consume glow.
It was fun to play through all the levels. If the characters had different abilities it would add a lot of replay value. Reminds me of Nuclear Throne.
Unfortunately the game doesn't let you move after the first dialogue. It seems talking disables your movement inputs and doesn't turn them back on. It's a shame, I would really like to see them explore the town together.
As for feedback, there were a lot of small spelling mistakes.
The art is very pleasing to look at and Caelus and August have good chemistry together. I'd love to play the whole thing if it gets fixed after the jam.
The management part feels too simple. It seems like the only strategy is to spend resources on under-attack sections and conserve them otherwise. The win/loss conditions are good though, they remind me of board games. I think the game could use ways to shift resources (such as trading food for ammo) or even sudden events so that there are interesting decisions to make.
The illustrations are nice, and the game suits the theme well. Good job.
The pop-up ads are hilarious. I liked the commentator, it adds a lot to the experience. My main issue is with the difficulty. It's hard enough to drive on a timer while distracted by ads and other cars crashing into you, but the horses on contact just stop your car and pin it against a wall forever. The track is also a bit difficult to follow as well, with all the turns and lack of clear direction. Difficulty aside it's a really fun game though, excellent work.
The presentation is really nice, and the potion brewing is straightforward. I noticed you can duplicate ingredients on the left, but it doesn't cause any problems. The letters and recipe book were interesting to read through. It's good the important parts of texts were red, but the font didn't match. Overall the game is quite good, nice work.
Interesting use of time as a resource. Makes you use your shots and abilities wisely rather than just spam them. The upgrades were a lot of fun. I liked placing a bunch of turrets. The magic explosion abilities felt underwhelming though. It wasn't clear when they actually hit and the damage seemed low.
Overall the game is well made and very enjoyable. Great work.
The perspective of 2d characters on a 3d map feels a bit off. It's hard to gauge the distance to enemies. There also doesn't seem to be any incentive to fight as you can go around them to get items and go through doors. The items were interesting but imbalanced. Increased speed didn't feel that impactful, but being invulnerable trivialized the combat. The character portrait is really nice, and the overall look is consistent.
Good job getting all of this done in time.
The physics felt really off sometimes, but it's fun when you get the hang of the controls. I was rotating my fish in and out of the pools. I got all but one human before dying in a blue pool. The damage felt unnecessary since it's already difficult enough climbing and you can fall all the way back down to the bottom. The art is cohesive, good work.



