Thank you for the feedback! Logged all the bugs mentioned with our programmers so hopefully we can get to the bottom of what's going on there. Thanks for trying out the game ;w;
Sapphic Slob
Creator of
Recent community posts
Overall really fun gameplay loop with the dino battles mixed in with the mining for fossils and upgrading your team and resources. As others have said I think a goal to reach would add a lot, maybe a "quota" of fossils per day or battles fought, gems found, etc.
Really lots of potential with this concept, had a lot of fun getting all the upgrades and making a team of dinos.
Art should disturb the comfortable and comfort the disturbed.
Great golf game, did not expect as much religious and social commentary as there was, but it was not unwelcome by any means. The game had me reeling reading some of the dialogue written for this, but it was very well done. Solid ending. Here's to another 1000 years of peace.
Fantastic UI design and art direction. Very narrative-rich and fun to explore all the different paths and dialog paths with different characters. Very cozy and natural dialogue written. Overall incredibly solid character focused game jam entry, can't wait to see the other paths that get added if/whenever you continue this ^^
Really interesting core mechanic! The narrative options are very silly but enjoyable, very fun proof of concept!
As someone else wrote, I agree that the swapping dialog options every play through makes it hard to figure out what I have and haven't tried yet.
I would love to see more added as there is definitely something fun with what you have here!
Really solid incremental game with a lot of puzzle solving through the schedule planning system. Really dig the loop. Like others have said, I would love to see this run in the background, as I just started running a schedule and then came back and the schedule just stopped running.
That aside, super enjoyed this one and got lost in minor addiction optimizing my schedule to explore the inner city and improve my stats at the other locations.
Fantastic artistic direction in this. Gameplay is simple but very responsive and functional. Could do with a lot more feedback either through SFX for hit/downed sounds for the enemies. Honestly just wish it was longer and had a little more narrative, if nothing else, to provide context to why these slime girls exist, why the PC is shooting them, and where the hell is this cool place that we're jet packing around in.
Stellar entry, excited to see more if you plan to do so! Great work regardless ^^
Simply put a lot of fun! I love RTS mechanics and the ones you implemented here kick ass. I'd love to see the game play balanced out to be more difficult in the future, maybe some caps on how many of a certain unit you can birth? The potential of this game rocks though, and the execution of what you got done within the time limits is also very impressive.
The progression system is really cleverly thought out, I love the idea of having you produce your own units to fight enemies, and being able to upgrade to stronger units as you recover hostages and complete missions. Well done!
I really got hooked to what I ended up playing, very unique and fun fusing traits to unlock new ones for your character creation! I think honestly rather than a hint board, just more back end work should be done on some of the trait fusions to work both ways, as I noticed a lot of the fusions are only "one way", like for example "Invert" fused with "Small" makes "Big", but inverting "Big" doesn't make "Small" inexplicably. I think just a bit more polish under the hood would go a long way for the less intuitive parts of the game. I also found a "Fox" species that doesn't show up in the species list, nor does it work for any of the body parts.
Would love to see more of this though, very lovely aesthetics + vibes and killer proof of concept!
The original concept we were working on got scrapped like a day before deadline because of complications realizing some of the game's mechanics.
This scrapping includes a ton of background scenes, UI, and CGs I worked really hard to finish before the deadline.
We pivoted to a backup idea one of our team members was working on for fun, meaning quite a few of us had like roughly 11 hours to make something substantial for the month long jam submission, on a prototype that one of our team had started working on halfway through February.
Looking at the positive, I had a great time and am proud to have shipped something with everyone, learned a lot about playing into team members strengths and finding ways to encourage development.

