Thanks for playing! Yes there's a bug in this release where the volume control for the sound effects is not working, I should be able to fix that after judging is over, but I don't think it qualifies as a game-breaking bug so I won't push to fix it now.
SlightlyMadman
Creator of
Recent community posts
Yes, I should have conveyed that better in the UI, but beneath the player momentum bar there are icons for your combo attacks that have a number on them, which represents the number of additional combos you need to unleash the combo attack. They work on sequences of prime numbers so your first attack will go every 2nd combo, the next you add every 3rd, the next every 5th, and so on.
Totally understood, I think it suffers a bit from both a non-literal interpretation of the theme, and from the fact that a lot of the momentum mechanics are not obviously visible but are rather mechanics behind the scenes. When brainstorming the theme, I started thinking about idle games where you build up momentum by starting with small numbers and then snowballing, and then was thinking about arcade games like space invaders where the game builds momentum over the course of the play.
The player builds momentum with chained combo attacks, which directly multiplies your scoring, which in turn increases your strategic momentum by giving you more resources, and also reduces alien momentum. Aliens build momentum automatically over time, resulting in faster movement and attacks in the missions, as well as increased attacks and intensity in the strategic layer.
Thanks for playing, and for streaming it as well (I just watched your VOD this morning)! I think your feedback is very accurate, and probably a perfect example of the kind of issues I might have avoided if I had scoped the game a bit better. If I continue to update this after the jam, I'll for sure make the bullets larger. There is a repeatable research option to make the bullets go faster as well.
The strategic layer is a bit faster than I'd originally intended because I know in a jam people only play a few minutes, so I wanted to be sure they experienced the full system flow, but fwiw there is actually a pause button in the corner of the map (I should have called that out in the game or made it more apparent, I think).
Also regarding your confusion about the mission scoring, it's mostly based on your momentum and combo chaining. The more momentum you have when you kill an enemy or pick up a power-up, the higher a score you get from it.
The game looks good and I'm always impressed by anyone working with 3d in a jam. I got a kick out of the lack of delay between firing your weapon and how it functions a bit like a fire hose! I did experience some freezing and lag early on, but once the game got going I didn't have any more issues (felt a bit like shader loading but no idea really). The sound effects were good, I especially like the boom when you blow up a tank, it actually feels like it's echoing in the distance.
Sorry, no. It's on my list of features that didn't make it in time before the jam end. I may end up doing a post-jam update where I'll add either sell x10 and x100 buttons or add control-click or something like that.
edit: Oh yeah and what I really wanted to do is implement maximum quantities for all the commodities where they would auto-sell when you produce beyond that point.
Thanks for the report, I did confirm this issue with the sound effects slider, so sorry that it caused a bother for you!
Regarding the theme, I appreciate the feedback. I generally don't like to interpret themes literally (because all the games in the jam end up being very similar), but I do agree that this one is a bit weak. I had initially been thinking down the path of idle games and how you start with small gains but build momentum over time (which is where the idle mechanics in the strategy game came from), then ended up thinking about games like space invaders where the momentum of the gameplay gets faster and faster. Combining those two was the idea for this game, but if it's not apparent while playing then I clearly should have done a better job in communicating the thematic elements. Thanks again for playing and for the bug report!
Thanks! Yeah I think it was a little over-ambitious for a jam game. It was hard to find the right balance of the strategic layer having enough happening to not be boring, but at the same time not being overwhelming, and I guess that's the sort of thing that just takes time and playtesting to get right (so never going to happen in a jam).
If you feel like continuing, the resources can be sold for money, but their main purpose is to chain into building other improvements that eventually unlock structures to improve your defensive ratings and prevent alien attacks. The ultimate goal is to make enough credits to expand into every territory.
Thanks for playing! I wanted to do something a little different since I figured so many would be taking more literal interpretations of momentum, but I was getting worried that people wouldn't feel like it fit the theme. The music syncs with the alien momentum, so you can keep your eyes on the action but still know when you're in trouble.
Aw, I was excited to play this as it looks very cool, but it won't load:
Error The following features required to run Godot projects on the Web are missing: Cross-Origin Isolation - Check that the web server configuration sends the correct headers. SharedArrayBuffer - Check that the web server configuration sends the correct headers.
I think this may be an option in the itch page, or if you need to submit a new build you should be able to enter a ticket on discord. I'll check back later because I want to play it!
Really cool idea, it reminds me a bit of those "infinite runner" type games, but with a lot more depth. I like the idea a lot of having almost no control except just jumping, and it presents a lot of challenges! Levels are short and sweet, so it's not a chore or punishment to have to replay after inevitably falling into the depths. Great game!
This is my favorite game I've played so far in this jam (ok it's only the 3rd I've played, but still), and I'm not even sure why but I love it. It's very simple and zen, and I really like the idea of controlling the roll just by moving the mouse. I would say it could benefit from music, but there's something very zen about just the wind sound. I freed the bird.
The raccoon is so cute! I don't think I've seen a bounce mechanic like this in a game before, so you get bonus originality points! I really liked the music and the art is just perfect! I am unfortunately very bad at platformers and couldn't quite get the hang of the bounce mechanic enough to get very far, but really great game!
Really cute game! The UI was smooth and well scaled. I don't normally like a mix of pixel and vector elements, but for some reason the UI felt really clean to me and it didn't bother me. The controls were good and responsive, I was able to pick it up right away, and the animations were very pleasing. I was a little confused by the gameplay, I turned red for some reason and then I froze. I'll probably give this one a revisit.
Wow, really difficult but super fun! I especially liked the tranquil music. Gameplay was solid and self-explanatory, I appreciated the tutorial but not sure it was necessary as the first level did a good job of explaining the mechanics by showing. Really nice game and the controls felt good if difficult!
I really love this idea! I'm a big fan of games where you play as the standard antagonist and this hits just the right spot. Poor little zombie just wants to keep his decaying body going. The cute graphics style really helps lighten the mood in what could be a much darker game as well. Really great work!
Really cool and tranquil game! I enjoyed just chilling and jumping around like a frog, but I couldn't figure out how to use the grappling hook or water cannon. I found a fountain that said I could refill the water cannon but it didn't seem to do anything. I wasn't too concerned though, because the vibe is really nice and I was enjoying it!
That's an interesting idea. One thing that's not documented in-game is that when your snake is small, you get more food respawns. It would be interesting to try changing the pacing so that you need to eat food more frequently or decay even more rapidly, I would just have to be very careful about not allowing the RNG to punish the player with a food desert they can't get out of. Thanks for playing!












