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Still_learning_controls

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A member registered Nov 28, 2023 · View creator page →

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Thank you for trying and sorry it left you disappointed! 

It is good feedback, and you are right, the game is barebone at this stage, and there is still a lot I need to add, balance and tweak...

Sorry the tutorial broke, it would have helped with at least some things, like it guides you through researching the Farming technology (so that you actually can farm rice after completing it), and explains the cultivation at least a little. I will look into why it broke.

The easier difficulty allows to play without having to worry so much about the decay, but I guess there is a better way to go about it. I will remove the difficulty setting and instead have two game modes: one with and the other without decay (buildings upkeep will stay). I will also make it so that the mode can be changed without having to start the game from beginning. Hopefully, it will fix the "maintenance guy" feeling...

Thank you so much for the feedback! Reading and seeing stuff like this is exactly why I made the game public even though it is not exactly ready - these concepts look logical in my head, but I do need actual players to tell me about the confusing parts!

Thank you so much! It is a very detailed feedback and I will definitely improve on it!

Sorry I couldn't watch the stream live,  it was middle of the night for me... I will watch the VOD once I'm back from work!

About stress management - I do plan to add Mood that follows a similar idea, same/repetitive/unliked tasks would decrease it while rest days will allow to recover. But also it can be affected by other things, like how good the food they got was, how nice their house is and so on...

Thank you for pointing out the bugs, I will fix them soon!

Excellent suggestion about not having to click the "start" button for every action and just assigning characters. I didn't think about it, but it might be too much to click for the simple action. I will see what I can do. 

As for trading resources - it is again something that I plan to add but didn't have the time for yet (I want to make it so that you could hold the button down and it would add the resources at high speed)

Again, thank you so much! Both for giving feedback and for co-hosting this event, it is a wonderful initiative and the devs definitely appreciate it a lot!

An interesting concept, and it feels like a polished game!

A bit late feedback, previous comments already mention most of the stuff I could say, but I guess I will still repeat what caught my eye:

- It looks and feels like a mobile game. I downloaded the demo from steam, so the mobile look was a bit unexpected. And when playing on PC, there is so much unused space on the screen, the map could be much bigger...

- There was a bit of tutorial introducing the player to the fight, which was nice. I wish there was also more tutorial later on explaining bioms, changes to them, faction points, and so on

- I am also not quite clear on what the consumable cards are (are they used once and that's it? If you don't use them and instead use the weapon to draw new cards, do you still have them?)

- I wish there was a way to look at your current deck and maybe add/remove cards to/from it? Like, put more powerful consumable cards before a difficult fight, remove them before a simple encounter.

- I didn't quite understand how to judge the difficulty of encounters... 

- In some cards some of the text is cut off

- Couldn't find a way to exit the game 

Overall, it feels like a nice game already, and clearly a lot of effort was put into it. Good luck with future development!

Well, now I know I should do something about it lol

Thank you for playing!

Thank you for the feedback! 

YES, making the tutorial has been a lot of struggle and it definitely needs improving, I will look into it (also you did cancel it very early, maybe I should move the cancel button elsewhere and ask the "do you really wanna do this" question).

There is no losing game state yet, I will add it later.

Thank you for pointing out the UI issue with the dormitories, will fix that!

Again, thank you so much!

Thank you so much for such detailed feedback! 

Yes, I have been struggling with making tutorial/introduction a lot and I will keep trying to improve it...

You can't save/load in the web version, but you if you download it (or get a steam demo), you can! :)

Again, thank you so much, seeing that people like the idea means a lot!

Very cute and cozy!

Love the music, but it would be much better with some sound effects, like when you pick up a resource or finish the level.

A small bug I found is that when I try to toggle the highlight for interactable squares, one of them usually stays highlighted even when I turn it off. (Although now that I think about it, maybe it is just the closest one? Not sure.)

Overall, the game is lovely and feels pretty polished!

I really like the fight style! 

A few bits of feedback/wishes that I have:

1. A small tutorial would be nice, or even just a bit of text explaining the mechanics that the player can view (I tried to play it like HOMM3 but there are a few differences in mechanics that affect the gameplay, and I wish I knew about them without losing my units first)

2. Ambiance sounds are nice, but a bit of background battle music could make it so much better!

3. A small bug I found: when returning to the main menu and then starting the game again, it resets the victories, but not lives. 

It is nice game at this stage already, good luck with further development!

On a second thought, instead of changing the player to fit the level, you can actually do the opposite and make a story about it!

Something like "You have boarded the enemy ship and need to wipe them out/get to the reactor chamber and blow it up/etc." - This way the player is an invader, and it makes sense that they look foreign. 

This allows for several differently themed levels each in different color and with unique enemies. Also, maybe different objectives (kill all enemies, get to the point, protect an npc ally while they are setting up some mechanism, etc.)

But if you go this route, the explanation should probably be in the game itself, not in the description on the game page (add cutscenes with mission debriefs before each level, explaining why the player is there and what they are required to do, or something similar)

It can make the game even more interesting, but it also requires a lot of work (I don't know how much you want to expand this project). 

Of course, I will try to describe, but keep in mind it is just my opinion, you don't have to change anything because of it :) 

First, the shape. The surroundings are all sharp corner walls, but the player is all smooth and roundy, no corners, no sharpness. (I also saw your reply to Speed576 and an example of an enemy - also looking sharpey! I like that design!)

Then the colors. I am not an artist, so again take it with a grain of salt, but the surroundings are black and green and look cold, and the player is very bright and warm. It is understandable that the attention should be on the player character, so they should stand out, but maybe you could find some balance between capturing attention with character's looks and make it more in harmony with surrounding level.

My suggestions to improve this would be to change player's graphics. Maybe make a robot instead of astronaut  (sharp lines and corners) and change color to something colder and more subdued (Maybe violet? Just a suggestion though). 

Or change the level style to fit player character, but I like this option much less (also the music really fits the surrounding. If one of it changes, the other probably shall as well).

Hope this helps! (And again, this is my personal opinion, and I might be objectively wrong here)

Looking forward to seeing how you develop it further!

Nicely done! Simple and charming!

Very cool idea with gravity beams! Cute character and nice surroundings, but missing sounds make the game feel a bit empty. Still, great job!

The theme is implemented well! The music and the floor graphics fit together nicely, but the player looks a bit out of place. Also, adding some animation for moving up/down is something to consider in the future. Maybe also some sound effects when you bump into walls.

Overall it is a nice game, floating around felt almost meditating! Well done!

Simple, but very nice!  Smashing things around is a very nice extra! You managed to add leaderboard, which is great. Keep it up!

It looks very nice and fits the theme well! Took me a while to figure out how to control the ship to get close to one of the big cruisers. Turning and going up/down seems to be more efficient than trying to go left/right, which makes it more interesting! Nicely done!

Looks interesting! I encountered a couple of bugs, like on the levels with two balls one of them frozen and the game had to be restarted, also the graphics on pulling and repelling things would sometimes disappear. Other than that it is a great puzzle game. Great job!

I like your take on the theme!  The game is very coherent, graphics, music, and sound effects fit together nicely! More levels would be great, but for a 3-day jam, it is enough. Great job!

Cute little platformer, took me a while to figure out how to run it, you can probably add instructions for importing it to scratch on the page of the game?

Doesn't seem to implement gravity/zero gravity theme aside from the "normal" amounts of gravity for a platformer. But still, a great job at finishing a game in 3 days!

It is just adorable, music and looks fit so well together! Great work!