For the life of me, I couldn't figure out what to do at the beginning.
I see the options to 'Fly' and do other things besides Walking, and I tried leading the units to Airplanes to Fly, but I couldn't get it.
I struggle a lot with Sim-type games where units need to be micromanaged, so admittedly this genre is a tough one for me to appreciate, but I do think you did amazing as one person working on this project for 9 days :3
So despite my personal feelings for this genre, I have to give credit where credit is due! You did a great job :3
I may need to give this game another try.
The only advice I can give is to maybe grey out options that are not currently available, so peeps don't keep clicking them in the hopes that something happens, but they know the options exist to utilize later.
YYNeko
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Yeah I've seen several peeps struggle with the doors because I didn't setup the colliders correctly. That's high up on the list for necessary changes, and its an easy fix too.
And yes I absolutely agree that there needs to be feedback for when the Player wins (an audio cue, and the Player leaving the room, etc)
There's other QoL things I plan to implement including a Menu so the Player can reset the room or just leave the room back to the hub-area.
Thank you for your feedback! :3
This gave me Oregon Trail vibes.
It was a bit confusing at first just being thrust into things, but I quickly figured it out afterwards!
It's nice that you can see the events coming ahead of time and try to plan accordingly!
I liked the particles showing up behind the train as the threat approached from behind the train.
Good stuff, especially given the time constraints! :3
Some of the color choices for the platforms made it hard for me to tell what was and wasn't a platform in some cases.
For example, you would have a saturated yellow/black caution platform that some enemies were on, and then the platform leading to the next section blended in pretty strongly with the background.. but then there are cyan lights that aren't part of the background (or were, I don't recall).
I also think that instead of standing still to charge the weapon, it should just be holding of a button so the Player still has agency to dodge while they charge the weapon.
The health system is definitely unique. Instead of dying, you lose time (?) and restore your hp. I think that works really well as it means more skilled players will try to get through areas quickly to avoid getting damaged and have more time.
The movement felt good so there were no problems there! :3
The cover-art for the game is cool :3
Overall, I think this game has potential. Your team did a good job with the given time constraint! :3
I've played some Card Games before (Yugioh and Hearthstone, but mostly Yugioh) so seeing this game was interesting!
I think having a simple 'Click the Toaster to Continue' floating UI, and some text to remind the Player what Phase they are in would make for better readability. Maybe some text to show the odds of upgrading a card as well :3
I still had fun with this one! Nice stuff :3