This is a fantastic implementation of the programming-loop game genre. I got a little stuck on some later levels but the "aha!" or "wait can I..." moments were soooo good.
Shrike Games
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This is one of the better implementations of the clone-loop "genre". Having the clones continuously come out every 5sec and all follow your actions really smooths out a lot of the pacing. There were minor issues with it not always recreating my movements perfectly but it was a lot of fun and when my solutions worked it felt (and looked) great.
This game was absolutely hilarious. It wasn't always clear why you died and it dragged on just a little too long, but man did it leave me laughing aloud constantly. And that is not something common for gamejam entries. I liked the tiered hint system but it was very rigid in its solutions even when other things seemed very possible and you got hit with an invisible wall instead or you couldn't do it until you do something else first.
So it's quite flawed but a hell of a lot of fun.
I streamed playing this game live on youtube and I have to say this was the best game I played in 10 hours. It's a true complete package. The progression was spot on, the length was perfect (not too short, not too long), it had wonderful moments of glee, humour, lots to explore, cool fish, lovely art, etc etc. You really feel like you got a complete game experience, and I can't think of any flaws. I ran into no bugs or confusing moments either.
Thank you.
By wave 8 I could stand at my arrow restock area and shoot forever, killing the ants from across the entire screen before they even were visible.
When you buy things from the store you still shoot arrows.
If ants climb a tower and then the tower is destroyed they will fly across the screen in the air and won't be able to hurt you even if they get to the right side. (this was more amusing than anything)
It's a *lot* of clicking, and the waves are very long and slow.
Good idea, but the execution was a little lacking. For some reason I didn't hear any music either.
Bonus points for button remapping, nobody ever does that in game jams.
The unit select was a kind of jank and it could be hard to select just one unit.
A marker on the ground for where you told them to go, or around the object you command them to pick up would've also been useful.
I love these kinds of games. Reminds me of a boardgame "Betrayal at House on the Hill"
The levels were extremely random, and I didn't feel like there was progression between them. If you get two oxygen rooms on the same route, then build alternating so that you run between them you get more cards than can even fit on screen. It was also a little counter-intuitive to want to constantly build away from the goal.
The first level I played I didn't even see the goal location and lost confused, on the 2nd try I saw the goal and understood more.
Great art, and music. Love the concept, would like to see a full game of it.
I love these kinds of games. Reminds me of a boardgame "Betrayal at House on the Hill"
The levels were extremely random, and I didn't feel like there was progression between them. If you get two oxygen rooms on the same route, then build alternating so that you run between them you get more cards than can even fit on screen. It was also a little counter-intuitive to want to constantly build away from the goal.
The first level I played I didn't even see the goal location and lost confused, on the 2nd try I saw the goal and understood more.
Great art, and music. Love the concept, would like to see a full game of it.
I love the art style and animation, great job on that.
Enemies need some more hit feedback, impact, flashing, or some kind of reaction.
SFX on the hits also would have been nice.
I died at level 43 or something like that, and levelling had really slowed down significantly. I didn't get the sense of scaling either by that point. And the boss didn't have an HP bar to know at what point I should try to go back in and fight him again, or if I really did have to grind out to level 100.
I think only the arrows actually hurt me in general, since the others were well telegraphed and slow but arrows would randomly surprise me.
It was fun but too long, and I wish I could've fought the boss for real.
Thanks for trying the game and the feedback, glad you had fun. Believe it or not the physics used to explode and be far more unforgiving. That is the danger of making a game with a heavy reliance on it, hard to get it perfect all the time.
Voting is now open, so if you could leave your feedback there that'd be a huge help!
Knocking over the tree is one of (several) ways I came up with to get past that area.
If you need some tips
- You have a lot of bricks at your disposal at that point, and can build wherever the tree is not, or on top of it
- If bricks are connected together enough they actually freeze in place, so you can make anchors.
- When you pick up a brick there is a little version of it above your head. It still has collision. Although it's a mostly cut mechanic (and not required) you can still use that tiny brick with your jumping power to really push physics objects.




