I mean it's a cute, fun, retro styled, lil game but I don't really see how it fits the theme? Also I couldn't really tell some people apart and kicking out random people is a viable strategy from what I played
PolyCube
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Oh damn I like it. Like this could make for an actual game. It could use rotation items cause it's so annoying when I can't fit the item I want and it's just 1 rotation away. If you had to actually sell some items in order to progress then it would actually encourage you to strategize and go for the higher items. I played for a bit and my best is 351. Cool game man, could use some polish
I'm just joking around lol. I appreciate the feedback a lot. The game is definitely no masterpiece but for 3 days I'm really happy with how it turned out, of course the balancing is off, the shop is unfinished (yes I wanted to add a reroll as well), but I simply ran out of time. I've been fixing some last game breaking bugs at 4 am so I've really used the time to the fullest here and just couldn't implement some quality of life features. That's why I can blame by incompetence on the game being hard and I can deflect any criticism with git gud or skill issue. Didn't think you will take it seriously
Fun game, makes you think of future moves to get more points. the theme interpretation is kinda loose but it's overally pretty good and the juice is definitely here. Don't know if it was intentional but when selecting a crop I can't just select the current one my selection is on and have to cycle back ot it with the arrows first. Chill game, good job!
might win the goty this year
Cool concept with a potential that could be made into a lot more without the time constraint but in it's current state it's more of a tech demo than a game with many issues and annoyances. Could be actually made into something fun, like a 3D Mosa Lina, if you spent more time with it. Wishing you luck on future projects mr gnome ❤
Let me say that it's a really great game with a superb concept and had a great fun playing it although I suck at puzzle games. I feel like the only way to improve as a gamedev is to listen to all the things that are BAD about the game to improve those next time, so here's me going every minor unimportant to the gameplay detail that would the game better and/or is frustrating about it: music is the game is HORRIBLE and I feel like it's just 5 sounds across 3 seconds looping, drilling into my head. The first level should really be just a singular bulb to light up to show the main game mechanic instad of just throwing an actual puzzle at you but that's just my preference, I like how there's no tutorial like you kinda just get thrown into the game but I feel like a little nudge like "click the bulb" would be a good addition, I absolutely hate the visuals, teh bright green is so hard on the eyes and Im not really sure about usage of pixel art too. I feel like a clean vector design for the bulbs with some grayish backgorund would make a great improvement to readability as well as readability, I was really lost with the level with lots of fat cables and just didn't even feel like continuing playing. For the special mechanics in the game like cables and the dot things I never figured out, I'd suggest making some visual tutorials for them. Tutorial isn't really fitting in this game and I feel like a little power animation going through the cable could improve it's readability and make people realise faster on what it is (I still dont know what the dots do), post processing would make a huge difference, if you are really going with a vrt monitor vibe I would make some kind of a shader for it and experiment with different post processing options, maybe even making a full monitor you play the game on? But I still suggest using a minimalistic design for a puzzle game like this. I found myself just clicking randomly sometimes and still passing the level especially on the ones with the dots I don't understand how they work, but somehow passed them. I'd suggest making some kind of a switch that turns power through the bulbs to see if it works and then progress (not sure how you'd implement it with bulbs but I think that makes your decisions less random since you need to think more before confirming it). My final feedback: POLISH, POLISH AND ONCE MORE POLISH, there's no visual feedback for anything, bulbs just lght up, no animations, no satisfying sounds, nothing. If you would improve on all of these I could actually see this game released on steam a for a small price and would enjoy myself playing it. Fin.
Sorry for typos too lazy to correct em 🥱
This one's super underrated. Giving me some serious inscryption vibes. Honestly it would make for a fire tabletop game if you added more clever mechanics and memorizations of the numbers on cards too for ex. The game is truly charming even though it's just a simple memory game I love it. Great concept and execution with some great dialogues. I got the best ending and made a new friend. Really you should consider making this a full game
It's a cool concept to use you diging momentum and from two games in this gamejam that went with this concept of digging with a drill, this one is definitely ruling. Alhough I'm not really sure what's happening to performance on entering the dirt!? I drops to like 3 fps and my guess is that it spawns some kind of an emmiter or an object triggering constantly. Either than that, adding more effects, like digging the dirt, particles, animations, squish and squah and overally just j u i c i n g the game out would make it a more enjoyable experience but for what it is I really enjoy it, especially the idea of keeping momentum. The base movement needs some tweaking but overally it's quite solid. Setting critique aside, it's a great entry and honestly had fun playing it and with a bot more polishing and improvements could be a cool lil' game. Nice work on this one!
It's a cool game. I suck tho. My main complains are: introduce some kind of a tutorial since I was totally blind and kept dying over and over, fix collissions: sometimes bullets don't hit enemies when they are in front of you (my guess is you're spawming it inside the enemy collider and it doesn't detect and overlap), and the annoying dead bodies animation that block bullets (you have to wait for them to disapear to have a clear shot) which is totally useless and just frustrating.
Enought bad things, I love the concept and although it's loosely matching the theme (since only the setting is underground) I would love to see it develop into something more. Im a big sucker for rougulikes and it's a pretty unique concept to have a turn based one. It's actually quite well polished but you definitely could squeeze out more juice from it. Either way it's a solid game