Appreciate you taking the time to play and thanks for the kind words and feedback!
noraic
Creator of
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Cool dice game! Was a little slow to pick up on it, but once I got going it was quite fun! Also, very satisfying to see all the buffed dice stack and give you a crazy number at the end of the round. One thing that confused me a little was the rerolling, I think it's just the animation but sometimes I wasn't sure if it rerolled the dice I selected at all. Maybe there can be an added animation to show that something actually happened, even if it lands on the same number again. Also, I think some different music could have really brought out the vibe on the game. Great work!
Fun game! Had to play it a second time after I read the controls, made more sense lol. I liked the dash combination with being able to scroll to the other side by exiting one side of the screen, felt good and dynamic. The visual art and music are also a vibe, kinda keeps you calm while things are getting intense. Also the online leaderboard is a nice touch! I couldn't really find a use for jumping and the modified cookies felt like they should all give different buffs since there are already so many of the bad stuff falling. Great work!
Nice application of a simple concept! It was more challenging than I anticipated but in a good way. I had to get used to the turning with A and D, I intuitively expected it to have some angular momentum and require micro managing the rotation as if there was no damping. Also would have loved some good space music haha. Good job!
Heyy no worries! We've all got stuff going on so I completely understand, no expectation haha. But appreciate you taking the time to check out my game!
Some context on your feedback in case you're curious:
• yeaa it's a hit or miss on browser, it works fine for me on Chrome but not sure why some have trouble with it. But the 3D assets and vfx probably contributed to it, don't think I optimized it as much as I could have
• oops yea there's some unintended disconnect with the laser and the rock progress bars right now, will try to get it fixed for after the jam
• Once the rock explodes, the ones floating are just temporary GPU particles without collision, partly an optimization and partly time constraint. I did try to have some of the smaller rocks be movable when you bump into them, but it was just a little too much chaos for me to figure out during the jam lol
Glad you enjoyed it and thank you so much for your kind words and feedback!
The controls with the camera movement were quite unintuitive, most of the time I had to pin my cursor to the corner of the screen. Maybe it would be better if the camera followed the space ship more closely in the center of the screen so that didn't happen. Also, didn't feel much of the risk factor difference between safe and risky route. I figured out that I could just squeeze between most of the planets and completed the levels in under 5 seconds. Other than that, I enjoy a good space game, the art is really pretty and the music in the menu was a vibe. If only the music carried through to the levels. Good work!
Wow did not expect it to be so fleshed out, it's ambitious but it works so well! Liked that you're risking your literal health without healing after each battle. I found the dodging mechanic quite effective as well, though it took me a second to realize I had to move around. I could really figure out the enemy patterns and work around them, especially with the upgrades you can get. The art was great of course, and the music brought together the tense atmosphere. Great work!
I like the concept, think it has potential. I didn't really feel the risk of the enemy catching somehow, even when I increased the enemy's speed, the distance gap just kept growing. My biggest risk was hitting something. Would have been great if there was some music to build the tension as well. Good job!
Fun core gameplay loop, love a good trajectory game. Also, it didn't have to be in 3D but I really appreciate that it was, added some cool depth especially as the camera pans around.
Some minor feedback, I understand that it makes sense for the axe to be planted once it hits something, but maybe a bounce when hitting an enemy would be cool to chain those standing in a row. And while the core gameplay is fun and addictive, some variety in enemies or added risk and upgrades for the axe could make it more dynamic and fun for longer. Great work!
Good job creating this in 2 days. Unfortunately, the game wouldn't open in fullscreen for me and the UI and text was oversized in the tiny window. So it was tough to play, especially since I'd need to refresh the page to try again. Though I kind of see what you're going for with the concept, would have been nice to see how it turned out if you had more time!
Enjoyed the art style and aesthetics, feels very thoughtful and deliberate. Although I found some of the text a bit hard to read and I think it didn't sit well for my eyes after a while. It felt quite punishing for the oxygen to decrease so much early on, that and the fuel "tax" after exiting a ship. I started to rely on volume at the start and just kept doing very small runs.
Even then, I just wanted to get some better upgrades and it felt like it was taking too long. As for the chance for oxygen to decrease randomly, I think for discovering new tiles it makes sense, but having it random on the way back seems unfair. If I knew how much a discovered tile would decrease my oxygen, I could plan better and the runs will be longer overall.
Also, the fuel cost increasing so much as I get further along was not fun, especially since my earnings didn't seem to increase proportionally.
With all of that said, once I managed to push through the initial portion, I really got into a groove and enjoyed playing! The music and clicking sound effects were really effective in drawing me in and building the tension. Before I knew it, I had been playing for over 30mins, even managed to almost clear out the entire upgrade tree. Great job!
Thanks for checking out my game! Glad you found the core mechanic somewhat engaging, I definitely could have done better in communicating their significance. Great point regarding the progress moving even when the laser is off. Perhaps a bit more visual indicators on the asteroid "heating" and persistent laser at "low" power could help create that link. I'll also do some rebalancing on the upgrades to improve the risk-reward ratio.
Really appreciate you sharing the things you liked as well. Gives me good insights on how to move forward, cheers!
The art is gorgeous! Changing the biscuits you surf on for the rogue-lite upgrades is super cute! I played longer than I expected I would. The controls worked well enough, although something about the depth perception made it a little difficult to know whether the cookies were still in front or behind the character. The endless nature of it does feel dreamy and fits the vibe, though would be nice to have a change in difficulty or some curve balls at some points. Great job!
Thanks for checking out my game! Really appreciate your feedback on the game feel and potential improvements.
Will try to experiment a little on the controls. I had tested A/D for strafing early on but it was even more confusing because the camera didn't turn. And firing the laser at any time in any direction does sound more fun lol. Ideally it would have been possible but I wasn't able to create a system to manage the asteroid mining progress universally, hence only shooting on locked asteroids. Though mining an asteroid through another asteroid is a bug, will fix it in a future update!
Also great suggestion on potential upgrades! Hadn't even thought about thruster upgrades and what that could mean for the gameplay. Cheers!
Incredibly impressed by the voice acting AND delivering useful information through it, really did not expect it. That and the seemingly procedural maps, kept each run fresh. Music and aesthetic is a real vibe, somehow it works for me. Overall I enjoyed your game, great work team!
I do have some feedback from my experience though:
- Took me a couple of tries to realize that the gold comes from the chests and not defeating the enemies, who are incredibly hard for me to kill lol
- Feels like there should be some direct reward from defeating the enemies as well because I found myself just rushing to the chests on the first room then trying to die asap so I can try get some upgrades that hopefully make it easier to kill them
- Perhaps the hit and hurt boxes could also use a tweak, sometimes it feels like I should have hit them but it didn't register
- Upgrade costs are quite daunting from how I had to play it lol
- On the controls, I found it difficult to use the dash properly because I expect it to dash in the direction of the WASD key that is held down at that moment instead of the mouse cursor. Since the mouse is usually facing an enemy where I would not want to dash towards
- Personally would find it nice if the dash cooldown was much shorter so I can zip around the map, might make the combat feel more dynamic too
Not at all! Your feedback is very constructive and very much appreciated. I'll definitely work on communicating better through the UI and other visual queues. (Explaining the bars, having some indicator to lead to an asteroid cluster, etc.) As for camera controls, I was going for a top down 2D vibe but I hear you on that and will experiment to see how rotations could work. I tested strafing early on but that felt even worse without camera controls lol. Unfortunately, I had more risk elements that I had to cut due to time constraints, so I completely understand your take. Thanks for taking the time to check it out!
The story telling and setup was a nice touch, gave me a deeper sense of motivation for what's happening. Enjoyed the switching of planes to solve puzzles, also liked how you'd have to use both planes to solve a certain puzzle, like the spinning red cross. I did find it a bit difficult at times to press E while moving and jumping with WASD, which caused me to fall off or take damage. Also since needing another hand to move the laser, maybe that hand could be used to switch the walking planes as well. On a very minor note, it felt like taking damage on static obstacles should make me jump a bit so I have a chance to recover at a distance, also to add a bit of physical damage indicator. Other than that, great work!
Really enjoyed your game and it was fun to see a similar concept to my jam game made in this way! Controls were great, visuals were great and gameplay feels fleshed out. I liked the risk you have to take by untethering from the station, learned to use momentum instead of holding down thrust to get farther. For the jam format, I felt like the difficulty could have increased quicker or been able to see an end in sight at some point. The only other issue and biggest issue I had was that there seemed to be no audio playing at all, but all other sounds on my PC were working fine. Would definitely have enjoyed the game more with some nice music and sound effects from the mining. Otherwise, great job!
Thanks for checking out my game and really appreciate the detailed feedback! Totally agree on the bars and visual feedback aspects, will definitely try to rework and improve upon it. The original idea for the effectiveness bar was for it to have some sort of "delay" or acceleration on it so it is a challenge to control it precisely (in-lore would be it takes time for the asteroid to settle down lol). But I completely understand where you're coming from, I'll try to tweak the balance and experiment on it for the future. And I'm looking forward to play your game now too! Cheers
I found myself getting anxious when I got too far away from the starting point, especially with the battery bar ticking down! The variety of enemies was a nice surprise, accidentally came across the giant mech and got stomped lol. Feels quite fleshed out and I enjoyed it for the most part. The controls were my only gripe, felt a bit clunky (no pun intended). Like not being able to pan the camera up or down unless shooting or not being able to aim before shooting so I don't know where my mouse will be vertically on the screen, etc. Other than that, great work!
