I saw your stream! Thanks for playing. You skipped the intro of the game by the way lol. "Go to menu" skips content, maybe I should have made that more clear. I'm glad you liked it.
Verily Fine
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The main things I think of are different helpers in the vein of the clones, but each has a different specialty they are good at. The primary thing I think of when contemplating replayability is, for example, if there was a stun based helper, would I want to replay the game and try to go for a build that is mostly stun helpers? If I can replay the game and live out my goal of using mostly a specific upgrade, that might get me to play again. But you want to avoid making everything too good or too simple strategy wise. It's a complex topic.
I feel like the game with and without the clones are two different game styles, because once you have them you don't really have to defend anymore, just upgrade. Audio overlap sounded terrible near the end, too many harsh noises being played at the same time. I feel like I don't need to replay it because the upgrades to clones is so obvious. It needs some balancing and more upgrade options. It's a pretty well made game. I love that how you win is that you do have to hold it for 5 minutes like it wanted you to in the beginning.
It's functional, but there are many negatives.
- The audio is not in proper surround sound for ambience
- The slimes overlap their audio causing garbled audio at high numbers of slime,
- No diagonal movement makes it hard to move,
- It feels like sometimes when switching directions it ignores my key press,
- The attack has an unknown hitbox size,
- The enemies don't clearly react to being hit,
- The death animation is so slow they still look like a threat.
- No attacking while moving feels bad, but that may just be a personal choice.
Congratulations on finishing the Jam with something that functions as a game, that's a feat on its own, but I wanted to give you some good feedback in case you wanted to improve.
My game is a Survivor Rougelike mixed with a small amount of the classic game snake: https://verily-fine.itch.io/strandtogether
Let's get you to 20!
Really? Very interesting. Nobody has said that happened to them yet except you. To be tangled you must attempt to move and fail because you are up against a wall, then if it's been 4 seconds and you've tried to move in every direction and still nothing has occurred that entire time, it activates the kill screen. What was the circumstances of your tangled?
Great idea that I love, but the execution felt lacking. I feel like the gameplay could have been better somehow. Sometimes the move options could get stacked on top of each other and hide underneath. I couldn't figure out mission 4; because I got to the end but I think it was bugged. Mission 5 may have bugged as well; I solved the slider puzzle and it wouldn't move anymore, but I didn't see any doorway open. Loved the dialogue, there was one misspelling I noticed but it was just one lol I can let that slide no problem. (Oh also, anything that has to be explained by the description instead of in the game can be confusing for people and should be in the game if possible.)
Thanks for the compliments and the critiques. This is the first time I have ever worked in this art style, I don't know what looks best or what my own guidelines would be (lol) so your feedback helps. Unity did not limit me in any way.


I had the lights colored near the edge because I've learned that's kind of what colored lights look like (see the neon light reference I sent above), and I chose not to add a gradient or blur between the center white and the colored edge because I thought it would better match the hand drawn simple style. (I later added gradient when making the shadows because I thought it was cool, lol)
I don't understand your point about no other object having the color line, because how could any other object have that same color line behavior when no other object is glowing? (excluding XP). Maybe I'm misunderstanding you.
The lack of outlines on the background was intentional because I was trying to have outlined objects be important, and I thought it would be distracting to have it on the background.
I didn't try out many different looks for the things in the game, so there could easily be better looking options. If I didn't get feedback like this I may never improve, so thanks again.
At first I couldn't see anything, and I accidently walked over to an object which caused a text bubble to appear. The UI text bubble was dark as well, so I thought the game may be messed up somehow. I then recognized that I was in a room and I figured out the lights. Then I realized I'm supposed to navigate the dark and not rely on the lights. It was a clunky experience. Usually in games with lights, being in the dark isn't the way to go, and since this wasn't that cliché usage of lightning, I think more of an explanation would be better. I was also concerned someone could play through the entire thing without realizing the lights even exist, which is why I said what I said.
Fun, but it would be nice if there was a little more strategy to placing rockets. It seemed somewhat simple to just pick the highest final output. I definitely enjoyed and wanted to keep going with more money available, but the game was kind of stale because it never got harder than 25 sec. BTW at first I couldn't figure out what button to press to leave the build screen.
I'll try yours right now!
Here's mine: https://verily-fine.itch.io/strandtogether
Here's mine: https://verily-fine.itch.io/strandtogether
I'll try yours right now.





