The shader and UI work on this game are extremely impressive, and the concept and writing made such a weird, unsettling vibe. I loved it! Great work!
runiracc
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The falling-sands dirt is super cool to see and I really liked the whole setup and puns (cleaner snail, the lob). Very appropriately seedy atmosphere too, and impressive work getting all these different elements in within the time period, like the UI, task list, dirt, shopkeeper, dialogue, and so on. Great work!
This is a genuinely fantastic concept and you executed it with style! I think often maths-derived concepts like these are very difficult to turn into a recognizably fun gameplay experience but the way it was done here I think was really good. I could see it being a full game with additional mechanics like creating/removing some number of cells manually to influence the patterns, or even adding cells that follow other Cellular Automata rules aside from Game of Life (such as wireworld or langton's ant).
Hi there! I wanted to give your game a try but I was a bit confused and put off by the setup instructions. I think it would help if you clarified why your game is in this unusual client/server configuration when it doesn't appear to be a multiplayer game. Besides the distribution being unusual, I also couldn't find familiar signs of this being a Bevy game, and the binaries are much smaller than I would expect from a Bevy game.
Thanks! I also needed `--ozone-platform=x11` or else the browser fails to render anything at all on wayland.
I gave it a try and I made it a good few levels in. I was really missing a sense of progression such as hammer upgrades, new enemies, mechanics, or a level counter. But I really liked the enemy assets and overall presentation. Nice work!
I loved this game! It evokes that growing "cozy incremental" genre on Steam using Survivors-y mechanics. Discovering there were permanent upgrades was a very welcome surprise and I went for a couple more runs just to try them out. I also thought the art, music, and visual effects (especially the ground and particle effects) were really aesthetically pleasing and showed great taste. I would pay for a full version of this on Steam with more spells, a permanent upgrade tree, the works!
Audio and visuals were all great and the main gameplay of destroying the city was addictive! I do wish the destruction segments were a more controlled length because I wanted to go back and forth improving my build more and they kinda went long. I couldn't tell if the city layouts were the result of a huge amount of manual labor or a very convincing generator, it looked really good. Great work!
I was really unsure about the realtime format but it just felt like it could work especially with the theme and visuals and I'm happy with how it turned out! Sorry about that crash, if it's the same one others have been having it seems to be triggered by leaving the game running in one level for a while :(
Thanks for playing!
I think your annoyance is well-justified! I realize now that I originally set out to make something closer to a roguelike, but the final product was more of a linear action adventure, which makes death into nothing but a drastic repetition penalty. If I could change it now I'd change it to restart you from the current level. Ah well, thanks for giving it a try and congrats on seeing the last level (you're the only one who's mentioned it so far)!
Thank you for your review! Yeah clarity was a struggle throughout development. Things like the music speeding up at low health help with general awareness but I couldn't figure out anything in time for awareness of spell cooldowns. So sorry about those crashes :( it sounds like it happens if you leave the game unfocused for a while in web builds so it didn't come up in testing!
I'm really impressed by this entry! It's a very ambitious concept but you pulled it off with style - the storm model itself is exactly the right kind of stylized to be doable in the time limit and looks great, and the road system is really clever especially once I found out I can choose which fork to go down to try and get closer to the storm. Great work!
Love the atmosphere and general vibe, and I'm a sucker for both assembly type tasks and "work a shift" type games. I think this could really use a quota you must meet or you face "disciplinary action" or something, as well as more nuanced production steps that take different amounts of time, so that you can start your next item while one is cooking. Overall, great work on this!
I love this entry! It's really well polished, I love the inclusion of the trash can and throw button, and the fact you can grab extras of your tools in case you lose them. Very coherent and nice visuals too. I would really like to see this with like the placement of the driver you just helped and whether you cost them a position by being slow lol.




