Oh that's a good idea! Not sure how we didn't think of that
sleepicacti
Creator of
Recent community posts
Thank you! A lot of the UI was implemented when we had about 30 minutes remaining between us, and since at that point we already had the coal lumps stacking on the player's head and in the interest of time we left it at that. If we were to update the game post-jam, adding a coal indicator would definitely be near the top of the list. Again, thanks for the kind words!
Thanks! And we probably should've made this clearer when designing the game, the jetpack doesn't consume any power. The power drains over time at a constant rate, and we decided that going for a simpler control scheme by just having the jetpack for vertical mobility would help to tighten the feel of the game.
Thank you so much for the kind words, and I'm so glad you were able to connect with our game in the ways we hoped that people would. As well, we wouldn't have been inspired to make this game were it not for you and Korgen, so thanks for creating amazing work during these jams too. I'll make sure to let the other team members know about this comment, I'm so glad that we were able to accomplish what we set out to do. Again, thank you!
Hey, thanks again for the feedback! I definitely agree that more time could've been spent on the balancing of the game, as well as adding more buildings if we had the time. It was definitely made with a philosophy of airing on the side of a quicker game, considering it was made for a jam. That, and the fact that I think we could've done better explaining to the player the "Pocket Universes" mechanic, where you can run multiple monitors at the same time. Thanks again!



























