On the bridge map the units behave very weirdly around the bridge and water
sirdorius
Creator of
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Very cool concept. I love it! Some remarks:
- Camera moving all around when you select ships to see their stats is very annoying. It would be better to have an option to disable auto camera movement completely
- UI elements should stay expanded as there is too much clicking around just to see your ships configuration
- The web version starts lagging late in the fight (when there are less things flying around). Hopefully this will not be a problem in the desktop version
Neat concept, and I had some fun with this one. I like the little bounce animation. Some tips:
- The gelatin feels slow to stop. Some more friction would help with responsiveness
- A score counter would have improved it a lot
- Some levels are almost impossible. Maybe add a way to squeeze the gelatin?
Solid entry overall, well done!
Wildly creative game and great implementation! Very stylish overall and a lot of content and great puzzles. This really has the potential for a full game with more content.
I just think that in some cases it’s a bit too easy to get stuck on a level. Maybe having the player have some more weight, or a jump button would help with this.
Fantastic game! The graphics and animations are great, the sounds fit nicely. Everything just clicks together great and I had a lot of fun playing it. The difficulty scales well. I finished it, but too bad there’s no endless mode or I might have kept going.
The looming in the distance entity was great and made me laugh.
Thanks a lot for the feedback! If you made it to the ally level, you’ve probably gotten the farthest out of all the players!
I agree the game is too easy once you get the hang of it. Stay tuned, because I have some post jam updates to make the enemies less dumb and add some more content.
For command HQs, you can just drag the flag once you see it (with right click), or left click on the flag to select its building. Also I generally only use 1-3 HQs and attach all Compilers to them (one for the main army, one for a smaller raiding party), since it reduces the micro you need and uses less resources (HQs take resources to build). I also plan on having multiple building select later on. If you place flags on top of each other, you can move all of them at once with right drag.
I will probably add resources to the UI, but networks can actually be separate and have their own independent resources, and I plan on making some mechanics around that. So the UI would probably only display the ones on your main network connected to the base.
Agreed, the tutorial needs to be much better. If your stuff isn’t getting build, it’s probably because there is a resource shortage (usually CPU is the bottleneck, since only the main base produces it), or because ghost buildings (in building state) don’t route resources through them (this should be visually clearer). The Network resource is very easy to get, just build one Sniffer and that is enough to last the whole game. But you gave me an interesting idea!
Buildings generate requests for resources on the network and then the closest nodes fulfill them if they have inventory. Then the resources travel physically in the little trucks. So yes, building outputs and input close together is the point of the economy part. I like the approach of having everything kind of work even if you don’t optimize placement, but to get the most value you have to think about paths and logistics and optimize travel times, like in Cosmoteer.
I’m glad you liked it, and thanks again for the input!
Amazing game! Boomer approved! The controls are great. Sliding into a dash feels amazing, as it should.
I couldn’t finish the boss fight at all. You’re supposed to reflect its bullets, but I never saw it shooting, and I was looking at it for quite a while.
Getting out of the pit on the first level is kind of hard. Took me quite a few tries to get right. And some more feedback when you hit an enemy would be great.
Amazing visuals and mood for for the game. You really nailed it!
The controls and combat feel a bit sluggish. I was just avoiding the big monsters the whole time since there’s no way to trade health with them efficiently. Maybe you could use the light mechanic to have some effect on it that allows that encounter to be skill based?
It’s impressive that you managed to build all of these systems like missions, equipment etc in a week.
There seems to be a nice gameplay loop in there, I just couldn’t get started into it. The pistol is incredibly inaccurate and it’s impossible to hit anything. Even in the GIF you get out of the door and didn’t manage to hit a single bullet before dying instantly.
Also the text was very hard to read.









