I liked the mechanics of this one, I could see it's potential more as it went on, but I imagine you didn't quite have enough time to dig deep into it. I would have liked to quality of life things like being able to die on command and maybe so rank for how few deaths you have for a level. Also experienced some lag spikes when loading new stuff. Still, pretty good especially solo.
Greatgramcracker
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Thanks for playing! I added much needed tutorial information to the game description, as previously it was quite minimal. The slicing is intentionally subversive of player's expectations. I wanted to make a way of engaging in combat that only works because the enemies you face are made of wax. So what one expects to be the basic "attack" in an rpg is actually more like your finishing move. You want to use burn until you believe the enemy is at half their max heat buildup, and then slice them in two in order to defeat them instantly. If the stats like their heat buildup threshold were shown, this strategy would be solved the instant you came across new enemies, so I hid them to make things less repetitive. I wanted to make the enemy stats something you could find through exploration too, but didn't have the time to add that.
It's pretty crazy you went with 3 different gameplay modes for a game jam: top down, space shooter, and platformer. I think the space shooter segments had the most potential with the way they felt and the artwork, but the top down was cool too. The platforming segment was a little jank and the weakest. Still I think this was a positive experience.
Pretty fun memory game! It would have been hard to up the ante with the gameplay, it stops getting harder at a pretty good number. Maybe having the wires plugged in to different spots and having variable cutting points would be an idea, but maybe also too hard. Executes what it's going for really well.
This was an interesting idea. I don't think making the military footage unskippable helped the replayability.. Maybe it could have played in the background as the game tells you what the results of your actions are? I got the disastrous ending by trying to be peaceful. I wasn't sure if the answer was to take more militaristic stances at each choice, but it would be interesting if the game was trying to say that there was no avoiding the inevitability and there was no good ending? Great narrative is so, and good job for a solo dev!
I'm really bad at these sorts of games, but I gave it a solid try. Got maybe 12 things locked in, but was hard stumped. Assuming all the information is available without guessing, I think this is really cool! Just really time consuming to deduce, which some people might enjoy, but I think it could have used a few less characters and less to report. It's one of those things that I feel is impossible to gauge the difficulty of if you're the developer and know all the information already. The UI was snappy and the mechanic about only confirming answers after 3 correct choices was a great solution to balancing just guessing the answers.
I did it! This is a super cool game once I realized the weapon types have consistent durabilities. So once you know how many hits each weapon can do, you can start to go fast without making any mistakes. I think this game needed a scoring system of some kind of how fast your rhythm is. But yeah, a very contained idea but unique and satisfying.
I agree the UI is pretty unclear about the important fail state. The reason I didn't have a timer was because I wanted the 10 second collapse to be a surprise the first time, and also knowing the time makes players give up before they know about the rewind mechanic (since it looks unwinnable). But it would have been good to have a contextual timer that shows up in the last 10 seconds and making the rewind button more prominent. Thanks a bunch for the extensive feedback!
I'm glad you liked it, actually, 3 loops at the 80 energy stage is crazy. I never intended for you to be able to survive that long! You can reach the ending by earning 300 energy to fill the blue bar on the left. Huge congrats though for getting that far, the enemy spawn rate becomes frankly ridiculous at that point.
I think with the given speed there needs to be a few adjustments to make things less precise, but overall the idea is well implemented, very well done, especially for what appears to be a solo project. The graphics were incredible. The music was good, although it probably should have not looped every time the player retries. I also experienced a bug that automatically just farmed points as long as fuel was spawning on the two planets I was auto-jumping between, and got a score of 59000 lol.




