Thanks, that's a great idea! I may continue on this one after the jam, and one of the plans I had that didn't make it into this is for heroes to be able to combine with each other as well. Naturally, this would make sense for the ghosts to combine into special ghosts too!
SlightlyMadman
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Haha, the duality of gamers always fascinates me, as I was just sitting down trying to come up with ideas to make the game more intuitive and easier! I think really though, the biggest issue is that the difficulty curve is extremely steep in the first few levels, especially if you haven't learned yet how to play defensively (avoid making monsters upgrade that you're not strong enough to kill), but flattens out and becomes trivial in the late game after some hero upgrades.
Thanks for playing and for the feedback! I think I'll be releasing an update after the jam with some slight simplifications to the game flow, as well as a sped up and more consistent speed during turns.
This is a really fantastic idea, and the most unique and original game I've seen yet in this jam. I'm a sucker for necromancer games, so that helps quite a bit too! I really enjoyed the dual playing boards, it's a really cool idea that I'd like to see expanded on. I couldn't entirely understand how it was supposed to work, but it seems like I was encountering a bug where I'm unable to bring up a radial menu to summon my captured soul. I hope you expand on this idea more in the future, it has a lot of potential! The audio was great and the pixel art was clear and well made.
I do think some of the animations are a little too long (especially some of the death animations), so I need to go through and make them all a set length I think to make the turns flow better. I also probably don't have to wait for things like damage animations to move on to the next tile, and can just wait for them before moving to the next phase. I just didn't want to get into too much async stuff in a jam game since async is such a bug factory.a
You get bonus points for making a factory automation game in a jam! I have considered this before but always figured it would be impossible to complete in time. I assume your original intent was to use the repurposing theme around some production chain and transformation mechanics? Either way, for as simple as it is, it's still a fun little time waster and the sound effects in particular are really satisfying! I hope you continue working on this as I'd love to play it with some production chains set up!
Nice game, I thought the control was interesting and unique, a cool combo of a traditional bullet heaven system, but with a vehicle steering control system that's not quite the asteroids style momentum system either. My only complaint is I tried to go off the edge of the screen expecting to come back around but apparently hit the edge of space and blew up lol. Really nice though and quite challenging!
Thanks, this is great feedback! A decent tutorial is one of the hardest things to make in a jam game, but you're right it definitely falls a little short in explaining everything. I think all tiles should flip in the direction when moving, it's just that the bone is the least symmetrical, but I probably should disable it for the non-animated item tiles regardless.
Also very right about the font, I tried to use a small font since the game is low-res, but I think I should find another one that's got 1-2 more pixels to work with.
As others have said, the art in this game is awesome, and I particularly liked how flui the characters' idle animations moved. The gameplay unfortunately didn't really hit for me, combat is just so slow and since there are no actual combat animations it can be a bit tedious to watch. I'm guessing with all the obvious care put into the art that's in the game, your team simply ran out of time to implement more engaging combat. Either way, this was a great attempt to me, especially for a first game, and I look forward to seeing more from this team in the future!
This is a really cool idea! I'm always interested in the fresh takes people have on vampire survivors games, and this combination with idle and rts mechanics is really cool, as well as the villager/squad interactions. I'm a fan of the minifantasy assets (used them in my game as well), and they're well implemented here, just don't forget to credit the creator! It's very challenging so I died quickly my first couple attempts. I'm not sure if I'm just very bad at it, but I couldn't survive staying in the main town area for long enough to try out all the different buildings. I'll be coming back to this one though!
Cool game, I'm always down for shooting some zombies! Maybe I missed it, but I didn't seem to be able to move my character around? The shooting had a good feel to it and nice feedback though. The sound effects was good, although it would have been better with some music. The pixel art is basic but nicely done.I didn't see the jetpack but if I figure out how to move around I'd give it another play through.
Thanks for playing, I enjoyed watching your stream and appreciate the great feedback! I will look into making the key and stair indicators a little larger or more noticeable somehow (maybe with a subtle animation or glow so they're easier to spot). Would you mind sharing what browser you're using? The audio sounded a little glitchy and I'd like to try to fix that. Oh and you are correct the "Y" is capitalized, it's because it looks like a snake's forked tongue ;P
Thanks for playing! If you ignore a threat and let it expire, it does increase the threat level, so that's a reason to engage with at least some of them, but they are indeed otherwise optional for the most part. The only thing that you can't produce passively is moscovium, which is then needed to produce livorium, which is required for the later improvements that let you win the game (the security buildings). Of course none of this is explained very well in the game, which is on me haha.
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.













