Rogues Like Beer by NickZangus 2018-12-09T18:27:03Z
I really loved the art style in this game. The controls and the interactable objects were fantastic. I was hoping for a little bit more beer down there. Amazing game! More levels, please.
Foon → Ludum Dare Explorer → Users → arkinrev
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | Summon Spree | compo | 3.00 | 2.75 | 3.75 | 3.25 | 2.75 | 2.75 | 1.00 | 3.50 | ||
| 2022 | 51 | Every 10 seconds | It Hunts! | compo | 418 | 2.96 | 2.53 | 2.81 | 3.19 | 3.41 | 2.42 | 2.32 | 3.51 | |
| 2022 | 50 | Delay the inevitable | Affinity for Stones | compo | 3.00 | 3.50 | 3.00 | 1.00 | 4.00 | 4.00 | 3.00 | |||
| 2021 | 49 | Unstable | Crisis: Reactor | compo | 306 | 3.40 | 3.04 | 3.63 | 4.18 | 3.97 | 3.52 | 3.76 | 3.79 | |
| 2021 | 48 | Deeper and deeper | Madness in the Dark | compo | 2.75 | 2.75 | 3.00 | 3.50 | 2.00 | 3.50 | ||||
| 2020 | 47 | Stuck in a loop | Endless Night | compo | 458 | 3.14 | 3.04 | 2.95 | 3.08 | 3.83 | 2.62 | 3.65 | ||
| 2020 | 46 | Keep it alive | It Hungers | compo | 869 | 3.00 | 2.75 | 2.27 | 3.11 | 3.27 | 2.23 | 2.68 | ||
| 2019 | 45 | Start with nothing | From Nothing | compo | 504 | 2.46 | 2.22 | 2.23 | 2.69 | 2.81 | 1.74 | 1.64 | 3.00 | |
| 2019 | 44 | Your life is currency | Specimen Delve | compo | 413 | 2.94 | 2.78 | 2.95 | 2.82 | 3.95 | 2.50 | 2.63 | ||
| 2018 | 43 | Sacrifices must be made | Eldritchual | compo | 124 | 3.68 | 3.27 | 3.46 | 3.99 | 4.17 | 3.65 | 3.48 | 3.71 |
I really loved the art style in this game. The controls and the interactable objects were fantastic. I was hoping for a little bit more beer down there. Amazing game! More levels, please.
The sound really drew me into the story, and the anxiety started to build which is really impressive in a text adventure. I really like the use of the logs as a replay of the events and to uncover the mystery. Fantastic job!
I liked that the ships had roles and trying to make choices that were impactful. There was a shortage of Typhoid, Dysentery, and Cholera. Good work!
It took a few tries to get the hang of it, but I really like the puzzle and pet aspect. It's a very lighthearted way to impale your little guys and juice everything you can out of them to fulfil your orders. I had fun, nice job!
I didn't know what I was in for and I wasted everything early. I didn't do particularly well overall, but I really loved giving up the robot parts as I progressed. That worked well. Nice job!
Well done, I think you really nailed the mood. I had to play through and see some what outcomes were in there. Nice job!
That was gross in a good way, and funny. Good work on the triage aspect, and the timing for not getting to new patients was handled well. I did use a bloodbag on a 0% critical person and save them, I kind of feel like my failure to be a good doctor should have killed them. Great work!
I was really surprised to see how this game was executed, which was enjoyable. The interface was very large at first until I found compact. My first play was rough trying to figure out the interactions. I also liked the music and the cleanliness of the interface. Nice job!
Once I got the hang of it, my goal was to take over the world with my mutating slimes. I ran out of room and started to feel bad for the little pixel warriors. The split feature was a nice mechanic for the tower defense style. Fun game!
I liked working through which pieces needed to be sacrificed in which order to make it out. There was a cool mix of 3D and 2D elements. The screen transitions and map really took me back to 1986 in a good way. Nice entry!
This is probably the first clicker that's more than a clicker. I enjoyed it quite a bit, great job!
I liked this quite a bit. It is a clever combination of both card game and worker placement, which is a game type that I am a fan of. It's just the theme I hope, but the first thing I did was sacrifice a newborn. I was curious. Having an expiration date on your workers is a nice idea. Good job!
I had a lot of fun clicking those little spheres. I was worried about being overwhelmed at first by all of them, but they were soon blooped away. Nice job!
Fantastic entry and great top-down shooter. Thank you for the graphics breakdown, the effects that you pulled off were fantastic. The blood on the ground was a great way to tell where I had been, and all of the HUD elements really helped my familiarity with an office that the character would have known. Very responsive controls. Great job!
The lighting with the shots and explosins were nice. I wish there were a little bit of enemy variety, but the increasing difficulty with an ammo shortage was nice. Good work!
I really like the resource allocation in this game. I was surprised when the enemy cities sent their thieves to me so quickly. Just as I was figuring out my routes and combos, I lost! My city planning was all over the place. Great job staying in character during the tutorial!
I thought that the gameplay was really strong, and the puzzles were designed well. The difficult areas for me were sometimes seeing where the exit should be and telling which way the conveyor belts were moving. Ending 2 for me. Good game!
I really liked the look of the game, and enjoyed the look of golems trapped in ice. Some sort of 1-3 star (or ice cube) rating for getting a certain number of Golems through would be great. I could never tell how well I was doing. I really like the programmed move aspect, that worked well. Nice work!
I liked the capture mechanic, but wish the progress texture were a little bit larger. I also found, it was easy to win without getting any bots, and I lost most of the tries when I had them. They are a better shot than I was.
Fantastic game! I don't know how many times I accidentally ripped off my head. Great work!
That was a lot of fun and I like the mechanic of sacrifice that leads to progress. I would have loved a star rating or something for completing levels since I'm fairly sure I performed poorly, trying to build a massive staircase out of dead samurai, just to see what I could do. Fun game!
I loved how concise the profiles were, and there were several hard decisions in there. I felt like by the end I had finished the introduction and the complexity of what I needed was ready to be explored. I particularly liked the crisp icons that helped identify all of the traits, and the progress to each goal was fantastic. Great work!
I really liked the possession mechanic, and the snappy controls were fantastic. The birds were a nice touch and changed up the gameplay quite a bit. Fantastic work!
I really like the clean art and design of the game. The design choices are fantastic. The tile interactions with the resources were clear. The progression of the tile states didn't quite feel like a choice since they would decay down to previous resource tiers. In the end, it felt like resource triage and a little bit less like society design choices were being made. I have not put my finger on it just yet and I've played a few times through. It seems that I can do reasonably well just focusing on maximizing one tile at a time and then maintaining. ConsiliumSS1.png
I loved the game. Everything about it. I liked triage tracks, the building a hand of cards that improved, and that my performance earned points on the management end. Clean interface, I understood how to play from a single player aid. Very clear, excellent execution. Great work!
I laughed, I cried, I didn't do very well. The graphics are nice and clean, the sounds are enjoyable, and the music made me feel like a space outlaw. I had fun!
This was an ambitious and fun entry. The theme is loosely attached and the visuals are fantastic. The orb collection was a little bit rough sometimes and I needed to circle back around for orbs that I thought I hit. All of the spell options were really cool. I also kind of wish the boss throwing at you animation was a little bit more distinct from the other boulder based abilities. Great entry overall!
I really like this. Crisp display and it included polish like a credits screen and title screen. The hardest part for me to adjust to was that up was subtract and down was add. Nice work, and a fun way to work on both memory and math skills.
I really liked all of the camera work on death. It made it feel more exciting and gave it a little bit more of an action vibe than a puzzle vibe. Nice job!
I played for a little while, and there were some fun and interesting mechanics early on. I liked getting the economy going, and wish that the demand later on leaned a little bit more on the basic resources. I liked having to manage the production at first, but at the end it seemed like the devil was demanding significantly more red ingots than the others. I liked the engine building aspect and the upgrades. I would have liked to know how far along I was with each upgrade purchase too. here's the end state when I ran out of will to click. ClickToSacrifice.png
Really interesting idea. I ended up with a combo that made 0 progress, but I could slide back and forth infinitely. I liked how the mechanics reflected the bigger picture. Well done!
I really liked the main cube/losing size mechanic and there is a lot of room there for interesting puzzles. I was sad when I ran out of levels. Nice work!
I've never felt so close to a berry before. The mechanics were fantastic, especially the twist. Awesome game!
I almost got a little bit frustrated on the second to last level, but I am so glad that the game has a fun ending that requires all of the mechanics you learned early on. Great work, very clean! The edge sticking was awkward, and I think a simple PhysicsMaterial2D on the player and soul rigidbody with friction 0 would clean it up. (depending on how your move is implemented I think)
The tutorial was fantastic, and I enjoyed managing each of the aspects. My first game, my employment was very low, so I just decided to not come to work anymore. I was fired by the 10th day. I probably deserved that, but things got dark very fast after that. Great job!
Fantastic game. I was a terrible pilot, but all of the mechanics and timing were excellent. The music was tense and set the mood. The visuals were really good, and orbiting the planet was really great. Nice work!
I played that for quite a while. It was satisfying chucking those little dudes over the edge. Nice work!
I really liked this representation of controlling and exploding your minions. I'd like to see more things blow up, just because. Nice job!
I liked the idea of losing health as you progressed instead of gaining life to deal with the increased difficulty. Nice job!
I really liked the mechanic, and sending your followers to their death was very appealing. Nice mechanics, especially the electrocutions. Great game!
As soon as I saw the darkness and light emitting from the knights, I had to try it. It was enjoyable to run around and check out the lights. I'm not sure why, but I was focused on my knight's feet running around and that run animation was enjoyable to watch. And the enemy eyes coming at me in the darkness was a nice touch. Nice work!
I really liked the concept. It was unique and it was a lot of fun trying to keep my random face going on. Nice work, and I like the replayability and the number of permutations of faces. Fun entry!
It didn't take long before I ended up sacrificing my dudes, and it was still challenging to keep moving. Fun game!
There are a lot of great features added in such a short time. I like the mix of 2D and 3D, line of sight, the dungeons and lighting, all really well executed. Even little touches like entering your name and selecting your character sprite. Great entry!
I liked it, and I liked the atomic theme. I would have liked to see a little bit of chemistry theme to the powerups as well. The puzzle aspect was good. It did take a few minutes for me to get used to the delay on click to move. Nice job!
I think the time spent with the game physics was well spent. As I navigated the cube herd, some maneuvers presented themselves and I was able to navigate the obstacles. Nice job. My fingers kind of hurt after that one, but it might have also been the 2 days of coding leading up to this.
I had a good time throwing my poor little Astras at the enemies. They had a satisfying boom impact. Maybe it's just me, but this theme has me enjoying sacrifice. I enjoyed all of the environment. It was a little tough to see near the castle, but that was also incentive to just get out there and murd..um... sacrifice some Astra.
@pvp Thanks for playing! @pukami One of my sacrifices was increasing difficulty and speed. Little things like speeding up the production rate or changing the happiness modifiers had some interesting effects. @wdelvi I agree on the tutorial length. I had considered rebranding it a manual and putting more detail in. It wasn't as crucial without a few other features. @xesenix I was fumbling with Bosca Ceoil trying to find my way to the instruments that I wanted, so as soon as it felt like it fit, it was time to move on. I'll try a different approach next time around. Thanks for playing everyone and I hope you had fun!
Thanks @funkyjive I really liked trying to push it off the rails. Thanks for playing!
Thanks, everyone! Striking a balance on the starting speed was a little bit rough. I've been considering writing a post-mortem. Saturday night I added Textmesh Pro into unity, ran into trouble getting that namespace added, and somehow in trying to fix that ended up wiping all of my data on my main game object which held the variables that handled the main production mechanics and timing. I had to try to remember my balance numbers when I thought it was behind me. On top of that, the difficulty selection was never implemented. I had no idea how long the submission process and whatnot would take, so rather than add a feature with 6 or so hours to go, I tried to polish and upload. I'm glad everyone enjoyed something, and thanks again for trying it out!
@meenners In my first play of the game, once all of the mechanics were in, I thought I was doing well and then all of a sudden, GAME OVER! I thought it was a bug, but I didn't have the game explaining why I lost. I checked the debug log and it showed me that I just didn't pay attention to my faith meter. I lost to my own game the first time. Thanks all for playing!
@tom-robson Thanks for playing! I had sort of two elements/systems that I would have liked to get in that would address the starting speed. First, is difficulty. When I was coding, the cultists produced every second or less, and that got out of hand quickly. I wanted to keep that with a difficulty selection on the main menu. Harder difficulties would produce faster and it would be a lot more hectic, and harder to get that stable cultist state near the end. Secondly, I really wanted to add an event system where little tentacles would pop out of the pit with either buffs or penalties to keep things fresh from game to game. it would have started (in easy mode at least) with a big buff to the recruitment bar to start. I was too unsure about the time I had remaining and tried to add more polish and get everything posted, so the LD43 version is basically on easy mode.
@shawn-moore Thanks! I noticed that tutorial bug later that evening after posting. I should have called my isFirstEntry() function to ensure that the button was disabled. I started with the idea of a tutorial, and when I made the scriptable object lessons, I shifted gears and wanted to call it the "Ritual Manual" or something else. My "relaxing" cultists were going to have a random relaxation animation, like inflatable pool toys. I only really had room for one "relax area" image since I had committed to one screen, and the TV was the darkest relaxation activity that I thought of.
@shiqichuan Thanks! The inantation was a happy accident. I had only recorded and mixed one sound for each activity and I was very worried that a screen full of cultists would have gotten too annoying, so I tried to keep them short and low key. In the end, since they all "produce" at their own pace, and the sound is keyed off of their production, it ended up sounding better than I had anticipated. I don't think the audio reached the annoying threshold, and adding variant sounds might push that point out a little bit more. Thanks again!
Thanks for playing all! It does pick up after that first new cultist, but he still takes at best about 36 seconds to get. The art is definitely more comic which was for a few reasons: It was faster to draw exaggerated and identifiable silhouettes rather than to fully paint them (for me at least) Easily half the time to sketch, line, and paint than it would take for me to compose, value, and color a fully painted image. I can let the lines do a lot of the work. Secondly, the exaggerated lean towards the cartoon style hopefully made a horror genre a little bit more approachable. The backgrounds are mostly muted tones to keep the focus on the game objects and UI, which ultimately matter the most since they are the mechanics. And just for timing, I limited myself to 3 values per color, with the exception of the town streets because of the lighting it called for. Colored with midtone, added a single color for shadow and a single color for highlight. The light cast from the building in the upper right really needed the glow and didn't look right without that fourth color. Technically the moon did too because that needed to fade completely to black. As for the music, next time I'll have my recording equipment ready so that I can just play it rather than trying to program what I was going for. Unless I can get more familiar with some of the other tools mentioned, playing it is just going to be easier. Thanks again for playing all!
Thank you for the detailed feedback @triplefox and thanks to everyone for playing.
There were more visual features that I would have liked to add. Moving away from aggregate values is a dangerous move for a worker placement game. It's a game type that I love, and a game type that is grossly underrepresented in the video game space. If the agents act on their own the game moves toward an RTS, and if the agents are minimized or the agency completely moves to the player, it becomes a management simulation or 4X.
The largest missing component of the worker placement game is the competition between other players for production space. One feature to mitigate this and improve the play was a random event system where tentacles or villagers would spawn in a zone and prevent production in that area for a certain amount of time. Given the other constraints like the limited number of board spaces, a complete blackout of a zone could lead to an unwinnable state.
Mentioning linear progress was a good reminder, I forgot to add the production variance to my task list on GitHub. The difficulty settings will be adjusting the extremity of production bonuses, but the cultist production variance will create some inconsistency in production rate and possibly the production amount (if that plays well.)
I'm also looking into timing the ritual with online scores to see how quickly people can complete the rituals. Post LD at least.
Thanks for the great feedback, and thank you all for playing.
@cerno-b All of the sounds were just recordings of myself, making sounds with my mouth. For the voices I tried to do a sort of "head-voice-dog-whimper" sound and then just keep my tone sort of nasal. I experimented a tiny bit in Audacity to pitch shift the sound up and down. It was about a 5 semitone shift. Then, adding a little bit of noise reduction and reverb where it was needed. Mostly default settings for those. I wanted them to sound like they could be people, just generic, and not me.
For the music, it's in the key of Ab, and a lot like movie soundtracks, it's mostly 2 alternating chords.
The cultist face behind a book was intentional, so that it's a little bit more difficult to grab them as their face changes.
Thanks for playing!
The comic bubbles are really nice, and the interactions are nice. I feel like an awful player discarding my friends, and it seems like my friends were not that great getting in the way of my relationship, so in the end, I think all of the characters should do some self-reflection. Nice job, and I'm interested in Story Graph. Would take a look.
That was a fantastic game! I used the knight as pretty much an ice cube almost every time. I wish I had found a way for him to shine a little bit more. Great work!
I liked the audio and the concept. As others mentioned, the controls took some adjustment. It was a little bit difficult to tell when the enemies were about to move and their detection range was close so that sort of balanced itself out. A stealth objective game was pretty cool. Nice job!
This was fantastic, and mixing a rhythm game with a cult sacrifice was unexpected. I really liked the G'roov tentacles. Really great work!
The atmosphere was outstanding. I installed firefox just for this game. The audio was great, and you really stuck to the ambiance. The only troubles I ran into was some strange throws every once in a while, and I was able to stand on the mouth of the machine for a bit and rack up the money. Great entry!
I have another window running the game right now just gradually accumulating. There are too many ??? left obscured. I have not clicked this much since the first Diablo. Nice work on the first entry!
So, I left the game running since last night when I tested it 21 hours ago. Here's where it's at: CultistClicker.png I kind of want to see how this turns out....
I liked the mechanics of the game, but I had to stop when I kept watching the cats fall from my platform. Fun game! (except losing the animals, that was sad)
Fantastic work from both of you. Solid art, sound, very juicy, and a lot of crisp gameplay. The movement control swap was the most difficult change. After doing it a few times, I decided to never choose that again, the reward just wasn't quite as good as the penalty. And on a side note, thank you for all of the videos you both put out. I don't think I'd have entered into this jam without binge watching both of you for the past few weeks. Keep it up!
Mood and audio were fantastic. I wish there were a little more to kill them wi... I mean... ways to progress my faith.
Yeah, darkness was an issue for me, be really nice and complete entry for such a short time. Great work! P.S. I also felt bad harpooning monkeys.
I really liked navigating through the gears, that was a really good idea. Nice job!
I couldn't stop after I died at 17. I lived to 56, and that was a long run. Got repetitive, but I really liked all of the choice and the interactions between choices. Nice job!
I don't think I hit a single ship with my weapons. Everything was really well done, and with a little bit more time on those controls and I would have been playing longer. Good entry overall!
I really liked how the progress of age changes your interactions with the other systems. That was fun, and I'd play more levels. Nice!
I am a terrible pilot, but I really liked the game! Keeping things in balance was challenging, and I didn't have a success without damaging the space station.
I really liked all of the simple UI changes as you aged and your happiness changed. I also enjoyed the game where I got married twice in a row, not for any strategic value, just to see what happens. Nice job!
I liked the upgrades and it has some potential. Nice job!
I was also playing on a lower resolution screen, and the currencies that I had purchased were out of view. I would have liked some more of those features as well to have a little bit more of a strategic move with my money. I did enjoy risking my virtual currency and lost track of time trying to make money. Nice job!
Double jump was infinite for me too, and I got stuck in a jump on the bottom level once. I wish I could have seen where the exit was ahead of time to try to speed things up a bit, but overall, good work.
I really liked how everything ramped up. This is a very complete and replayable game. Nice job!
@zachster Yes, through the pause menu, you can purchase time with the lifeforms. I agree, sounds are a major short fall. I had some issues in key areas and didn't get them in on time. Thanks for checking it out!
@shaner421 Thanks for giving it a try! At the very least, the post-jam update will include sounds, and hopefully more of the features that I wanted to include.
@trevor-shoe The slime is worth more time, but a feature I didn't get to was that they would jump around, making it more difficult to freeze. In addition, the intent was that killing them would have dropped the pink goo to spawn more mushrooms. On paper, it didn't seem like much, but I spent the majority of the first night getting the controls to feel responsive, and to include something more than just a normal jump. I've loved wall jumps since Strider NES, and since that seemed simpler than the grappling hook idea, I went with that.
@noobexception For the gameplay, I was really focused on creating systems. On my whiteboard, they seemed simple enough that time would not be a factor. I would expect that the confusion might be from the cut bits.
**The plan that didn't all make it in:** Sawbots kill mushrooms and lifeforms, but are difficult to kill (need to slap them) Lifeforms bounce around randomly to protect themselves and avoid sawblades, if they are killed they would have spread the pink goo. The goo would have randomly spawned mushrooms (needed the spawning mechanism for that) The mushrooms served 2 purposes - static things that sawbots would harvest, and you could freeze them to get an iceblock to block sawblades. (expendable obstacles if frozen) All of this, also, was intended to be in a randomly generated level. I knew, however, that the random generation was on the "It could really use this for replayability, but I should be realistic" column.
**Compromise to Have a Game**: I spent the first night ensuring that I had a simple tileset and responsive controls. I knew if I was doing a platformer, that controls responsiveness is a make or break kind of feature. I can say, however, that it plays much better with a Steam controller than a keyboard+mouse, which I almost expect of platformers. The spawning was added for randomness of the levels (still ends up strange) but it was a late addition. A random point is selected somewhere around you, and as long as the distance from you is greater than a "safe distance", a random robot or lifeform spawns, so long as there are no terrain features there. That gave me a randomized, but not too random experience with each game. Try to sample as many things as you can, avoid the bots, and trade in your lifeforms for time.
The robot "AI" has them patrol ledges and turn around if they hit terrain, but when I noticed them walking into each other, I decided to keep that. There was something that felt right about the boxy sawbot endlessly walking into another bot. When they are standing on a single block, they go haywire, and change directions rapidly. I decided to allow it, although I would have liked to create a special condition for it.
Thanks all for playing, and I'll put up a post-mortem at some point soon.
@douglima Shooting on an angle was the list of Todo items. I wasn't sure I could get it in time, so the gun doesn't rotate. To compensate, I made sure that there was always at least one route down within 1-2 blocks of another path. I think both particles, sound, as well as a sprite adjustment would make the freezing a little bit more clear. I was working on it with the terrain destruction and had to stop and move on. It's very difficult for me to hold off putting sounds in, but I didn't make it in time for them and it's nagging at me. Thanks for giving it a try!
@datagreed The ` key was a little bit tricky, and I changed to that since Esc would leave full screen mode when you played on a keyboard. On my keyboard I had to quickly find another key at the last minute and that was nearest key. Trying to do a platformer has shown just how important it is to allow players to set the keys at runtime. What works for this keyboard layout makes it unplayable for others. Even if it's a Jam game, if I make something that relies so heavily on quick controls, I'll make sure that the controls are able to be changed. Thanks for giving my game a try!
@tamail I've added color tinting to the sprites as the heat ray or freeze ray hit things that can be hit in a post-LD version for exactly that reason. Thanks for trying it out!
I really liked all of the exchanges with the robots, collecting items and not only surviving, but exploring the post-apocalyptic world as well.
I really like having an upgrade choice after the boss fights, although I very much regret accepting homing missiles. I was going strong with my starting gun. The projectile patterns were really nice to see, smooth, and unexpected at first. It could use some feedback on bullet interactions, but nice overall!
I have to admit, I had a really fun time running over people, and a few "I'll try spinning, that's a neat trick" moments. Powerwsliding into the hospital, really fun. Really fun!
I really liked the survival element and inventory system that you've implemented in this platformer. Really nice job!
Everything was great! I loved the entire hand drawn style, the sounds, and shaking people off of the planet, as well as the tie in with the theme. Great!
I managed to immediately kill myself after buying upgrades. The upgrades were tempting. Congratulations on your first entry!
The particle effect around the character was really cool with the character sprite. Nice work!
I just kept going until there was nothing under the water. Nice work!
Bouncing all over the place was fun. I didn't feel like i had a lot of control in the treetops, but the visual changes after eating mushrooms was fun. Nice job!
Really awesome. I loved the metronome. Great entry!
That was a fantastic game, and by far my favorite part was needing to build a sticky tool to deal with the obstacles. Nice job!
It was nice to have a lot of combinations, items, and recipes to work with. I had to revisit the controls to get that down, but once I quit doing it the hard way, it was good. Nice entry!
Awesome work on the "Nothing" take. The combinations were interesting and I kept hoping to find more of them.
I've never been so frustrated with crabs, nice work! I wanted to bash them on the head with rocks when they burrowed right at my sandcastle.
That was an awesome little clicker. Nice job!
That was a heck of a lot of fun in a game! I keep telling myself I should do a card game for one of these jams, and this makes me even more excited to try it. Great job, interesting mechanics, and executed well. Fun!
I really liked it. The lighting and pixel animation reminded me of the first Diablo in a good way. This is an interesting take on the theme, and I fully support your "No Instructions" stance. Great job!
The physics were surprising in this type of game for some reason, and that really made things interesting. Shaking bombs out of the can was a fun little emergent action that helped me keep the entire contents from getting tossed all over the place. Nice entry!
@excy Thanks! I have done a few other things, and many of the systems are in place for additional features. There was a nearly-implemented weapon swap feature, and I was going to put the weapons much deeper inside. It's probably easy to overlook, but the enemies can die to the fire pits. I was going to make you wait longer for the weapon. Thanks for trying it out!
@kazatan Yes, it's intentionally dark, and if you left click to the object ahead, or right click ahead, you'll find your first "thing"
I was going to have even less on the screen. The webGL version does get a little bit crazy with the flicker of the lighting.
@excy Exactly! I very much rushed the general level shape and placement and ran out of time getting the enemy attack animation going. The plan was: you have nothing, you get a light, then you need to use the environment to stay alive to get a weapon. You get the weapon and then it's hack and slash. The firepit was the first placeholder for a firetrap. There are spikes ready to go as well, and levers to activate/disable them. Unfortunately - 48 hours.
@nachtwitch @captaindreamcast Thanks for checking it out! I'm having some fun working on some of the features, and I'm trying to plan out a better attack system to speed up the interactions.
@shigor @hcursino The approach was a little bit of a Super Mario Brothers (NES) where pressing nothing resulted in no action of any kind, good or bad. Killing nearly all of the lights was really a push for the "Nothing" part of the theme. No instructions, no light, no weapon, no controls.
@nathan-wash I was having so much fun with the Unity build with 20* the number of light particles, and it was rock solid. Fancy flickering firelight. Then: WebGL Build - the Mesh Collider was incredibly unreliable, and the lights went crazy; Less subtly, more rave. Weapons, spikes, and flame turrets are all assets that I've made to toss in the game, as well as levers and buttons. The plan was: use the environment to kill the enemies until you find the weapons.
@johnnysix Last night in thet offline build, all of the attack portions of the attack animations happen in half of the time. I did keep the swing recovery time to be slower. The enemey animation (with the attack collider in it) is fixed now, but too late to upload.
Thanks to everyone for checking it out!
@foursay Thanks! Doing a Diablo-like control was definitely a starting point. Generally, I'm not a fan of click to move anymore, and this was an opportunity to see if I could enjoy it. Thanks for checking it out!
@minibobbo @fredfilo Thanks for playing!
I've been adding things post-compo, including fire hazards and turrets that are enabled to light up areas. The dark is very intentional at the start, and finding the first torch will be a little bit more vulnerable. The initial added hazards are also spike traps, so no light and they are harder to spot. I've added a weapon trail, and sped up the attacks. And, enemies are working in the post.
I had a lot of trouble in the last hours with the mesh colliders, and if I had to do it over, I woudn't use them for the web build.
For the attack direction, I've been holding the right mouse button to turn, and trying to get the swing into position as the enemy approaches. In addition, the enemies are "interactables", so clicking them will turn to face.
Thanks again for the feedback!
@tmullet @trevor-shoe @lumos Thanks for checking it out! I've sped up a few of the things post-jam, and there should be audio for every interaction/hit, and almost all of the skulls are dropped. You can use the hazards to kill if you don't come across the scythe.
While the point was to end at the station, there was some satisfaction watching the train blast past the stop and smash beyond the tracks.
You knocked it out of the park with this game. As far as puzzle-sort-of-platformers go, I would buy a full version. The posession, using the environment to deal with the enemies, and the great use of a flying character. Awesome job. More!
That was an incredibly satisfying and relaxing take on the theme that combined 2 ideas that ended up on my cutting room floor, and executed in a better way than I had imagined. Great job!
That was a really fun game, and I really enjoyed the high pressure, yet turn-based approach, almost like a Kung-fu verion of Punchout. All of the little art details, and progression, and the built in tutorial with the stages were fantastic. Nice work!
I really liked the approach that you took with the art. I told myself before the Compo that I was going to do something similar, and then went for 3D game instead. I liked the holding the spell. I did kill my knight a few times. I'm not sure if I'm just a terrible support or if I wasn't paying attention to him telegraphing his moves. Nice work!
Really reminded me of Starfox, and that shader styling was a really nice touch. Nice job!
Using the light to indicate your status rather than a progress bar was a really good choice. Movement was a little bit slow. I wouldn't have minded the action to be a little bit more hectic. Nice job keeping Blazane alive!
Really nice entry, and I was sad when I ran out of projects to build. There were some fun surprises in there too. nice job!
This reminded me of Overcooked, and I liked the different treatments and injuries. The popup animation was also a nice touch. I had some trouble with the doctor becoming unresponsive. Nice job keeping it alive!
Really good entry. I must be a terrible mechanic as I had my gears drop below zero (swapping engines). That set me back, and when my prophet died inches from the end.... I had to play again. Nice job making a deadly robot that I wanted to keep alive!
It took a little while to get moving, but once my mining operation had a good flow, it was pretty smooth. Nice art and sound, good entry overall. Nice job!
Thanks for giving it a try @dg! You're right about the difficulty. I'm sure "normal" is a bit rough for the first time. If I had a little bit more time I might have gotten those dialed in a bit better. Conversely, Easy is fairly easy, and Hard is... I'm not going to say unwinnable, but, can be punishing. Thanks again!
@43sam Thanks for giving it a try! I really rushed at the end to get my primitive shapes replaced with something. If I had just a little bit more time with them, I could have made more varied randomness in the levels, and maybe the enemies would have been a little bit less swarmy. Thanks again!
@robowarrior1982 The push for the intro was going to activate each of those things one at a time. So... "intro" is sort of incomplete with fewer enemies.
@teamindot yes, very difficult. Easy is fairly straight forward. Normal is a bit difficult, and Hard is frustratingly hard.
Thanks for trying it out!
@alexey-akulovich Yeah, I've got some timing issues with the scene loading, and out of time to troubleshoot. The scene timing was fine on local builds, so I didn't see it until the uploaded version.
@somniac Just needed a little more time to balance!
@barbiche So close to getting sound effects in. I randomized the level instead, and now that I've done it the way that I did, I can probably fit that in any time.
Thanks all for playing!
@larnin Thanks for giving it a shot! Yes, the curve is steep. Easy is very manageable, normal is winnable with a little luck, and hard is.... I've won once. I was hoping to get some balancing features in, but I didn't want to touch anything until all of the votes are in. Thanks for checking it out!
@evan-minto You're absolutely right, need tweaking on the stop distance of enemies, and be a little more forgiving for the normal difficulty.
@gameovermexico It's the only way to end the world!
Thanks to both for playing!
@larsdu I agree, and like every compo I end up doing something in a completely different way that I am comfortable with, and sound suffered as a result.
@cheesepencil Thanks! They were all a rush with about 2 hours to go.
Thank you both for checking it out!
Nice job, and I really liked the consistent art style throughout the whole thing. There were a few plants I'm not sure I would have kissed. Nice job!
The interactions were really responsive. I had a little bit of a UI issue with the screen changing size. I like the upgrade and workers systems. Nice job keeping those cube meshes alive!
I really liked that there was a story through a puzzle game, and the mechanics did a great job of relating to their relationship. Square felt a little floaty to control, but the wall jumps were really responsive. Great work!
On one hand I felt bad hitting a cat. On the other hand, I felt bad letting it plonk into the water. Really good take on keeping it alive. (I don't think I ever dealt with a single bird properly.) Nice art and sound. Good job!
Nice entry and best of all: complete! Nice job keeping a retro-tamagochi alive! Sound and music were all good, and the Gameboy images were fantastic.
Fantastic on the spider animation, and good work keeping the aesthetic from start to finish. Nice job!
I died to a cloud. A CLOUD! Nice job, transitions really add an extra bit of polish to it Nice entry. Also... clouds!
Not bad with a game within a game. You could really get some high jumping with that gravity. It's going to take a while to terraform one seed at a time. Keep that robot working! Nice job.
It took so much restraint on my part to avoid hitting the other cars. Watching the carnage and cartoon explosions was fantastic! Great work great game!
Realyl cool seeing all of my mistakes getting in my way of my future laps. Really cool entry, and a lot of fun getting stuck in that time loop. Nice job!
The feeling of blowing up those enemies was great. The enemies targeting was a really nice anticipation for the attacks to come. Fantastic job, and nice work getting the theme into a FPS.
That was a very unexpected way to save yourself from being stuck in orbit. I would have liked a faster grapple, and had the game sped up quite a bit. Good entry!
I really liked the travel through the loop. Including the wireframe view as a splash screen was really awesome. Nice job!
I absolutely did not expect the acceleration that the bus had in it. It was a lot of fun trying to slide into the stops, and quite a bit of fun accidentally slamming into the side of a car. Great work here!
I really enjoyed the single-screen looping, and it was pretty clever the way that you introduced it. Really fun, and it's an interesting mechanic for a puzzle game. Good work!
I really liked the use of wireframe, and traveling the rails was a really relaxing type of puzzle. Really good job on the theme. Fun entry!
@rex64 Yes absolutely. The sensitivity went way out of line in the WebGL build. Editor and windows seemed fine. Press 1, to get the mouse sensitivity as low as possible, then work your way up until it feels right. Thanks for checking it out!
@ramble-house-games massive purple thing would have to be a bug, I have not seen that.
@souldzin I'll check space. It should not be doing anything. The enemy counter is a really good idea for a UI element.
@minibetrayal Originally the spawn was going to be randomized among the other tiles, instead, since I didn't do that, I could have extended the walk up to the arena to keep you out of the enemy aggro range.
@jnkdog A lot of good feedback there, feedback on taking hits was high on the list and ran out of time. Levels are completely random but could have adjusted start as I mentioned above, and skulls blocking shots: my intent was that the third level skeletons would spawn more skeletons if the bones hit the skulls. I was hoping to have the different enemy types occasionally drop power ups to your shooting, like ghost shots going through objects. I initially thought I'd have a beacon or beam of light hitting the urn at the start to help guide. I hesitated doing that when I would get lost in a level with low health, there would be a little bit of panic as I tried to safely search for it. I had a Sunday corruption to my build that took far too long to fix, which cost me audio and other features. I need to commit and upload builds more often!
@bootak I was torn between the player being a lich trying to gain power and a necromancer testing his creations. I probably could have split and made it a necromancer's shop and you're the lich.
@amkingtrp I think the remodeled start would fix that, so that the random close-ghost spawn would not be immediately damaging. I've been thinking of making a 3rd person shooter for a while, and when I got stuck on the theme, rogue-like was the only "loop" that really caught my attention, so I thought I'd mash together those few things that were interesting me at the time. Unfortunately, no, no ending to trigger. I wanted to have a boss-ghost summoned at the last tier who would drop a crazy amount of soul orbs. When the night ended and you had picked up the 10,000 or so points of orbs, the shop was going to have a final purchase that got you out of the loop. If you made it through the final night, you can consider the Compo version finished, and congratulations!
Thanks everyone for playing, and I hope everyone had fun. I know that I've had a lot of fun going back in and tinkering with additional features on this entry, and when I link the game to a friend, I usually play along. I have not gotten sick of the loop yet!
@remzo I had hoped to add random zombie/skeletons popping up out of some of the graves, but I didn't get to the enemy spawning. I was also hoping to have a time limit or other limitation that would force you to keep moving, maybe making a little more tense to make it back.
@joonamo Every time I thought about lowering the physics, something fun like bouncing zombies would happen and I'd think: that seems fine. The art, and all of the randomized tiles, were made fairly quickly while I was trying to figure out what exactly it was that I was making. Would have loved some tips to walk you through the first night, and power ups for auto-fire, bigger bullets, and stuff like that. Would have loved sound, it was absolutely next on the list!
Thanks all for checking it out!
So many times that I ran in circles trying to get away from that dragon. I liked the pressure of the dragon on top of the puzzle mechanic of the maze. Nice job!
Fantastic job and that was a lot of fun. I really liked using the enemy spells against them. That was a really interesting dynamic when trying to set up a kill with the rewind. Great entry!
It took a little bit of getting used to, and the boss battle thing was a little bit unexpected. Shooting along the hex was rough sometimes and took some planning, which was good. Fun entry!
It seems like avoiding those red cubes would be easy, and every single time I crashed being reckless trying to zip between them at high speed. Really fun, and I'm only a little dizzy. Nice job!
I really liked getting killed by the spikes. When the mistakes you make in the game are a source of fun, it really keeps losing enjoyable. Fun entry!
It was very tempting to like and share some of the funny posts, but the score and that sound really made me hesitate! Social media needs this feature. Quite a bit of story for such a short time. Nice entry, and entertaining characters!
That was a really relaxing puzzle. I didn't realize how dizzy I was getting following those rings until I finally got stuck on the inner ring. Good entry!
@zyrjello You're right about the control, and the camera could get out of hand. I have been avoiding first person quite a bit as I have a few friends and relatives who get motion sickness from first person games, but have no issues with 3rd person or 3d in general. Adding a button to toggle into first person probably would not have been difficult and maybe I should have done that. I might try it out!
I've been wondering if people would play long enough to lose all of their sanity to see what happens, or to know how deep they made it. I'm going to need to do a leaderboard in one of these jams to see how people do.
Thank you for playing!
Really good entry, and the sonar is fantastic to use. The sound was great to set the mood and the lighting was great, especially on all of the detailed underwater features. I was so careful finishing the game, returning to the surface with only a sliver of health remaining. Nice job!
Really well done and I had to play through the entire thing. That was a nice amount of puzzle for such a short amount of time. Excellent entry and a lot of fun!
I find it very difficult to interact with something when I have the option to give it to the baby. Absolutely everything should be given to the baby. I would have loved to see the consequences of my poor decisions. Good start!
The sword was difficult to get used to, but, I just had to stay awake to play this one more game. The glitches were much more interesting, and the map more useful, than a Zelda game. Awesome job, would definitely play again.
At some point, I think I stopped looking for the amulet and started jamming along with the soundtrack. Good work!
Incredible! I love the leaderboard, the faces that track the mouse, the interactions, the combiner, the elements and searching for the perfect word. Everything felt good, and even when I made a word that I didn't think was a word, there was a handy definition. Compile for mobile and release. Great entry!
It got easier when my brain finally made a connection with all of the symbol pairings, but it definitely got hectic trying to manage and prevent that one ingredient from pushing the potion over the edge. I would have killed for a shelf to set the ingredients aside on. Potion mixing is fun, awesome work!
I liked the hand drawn art and the stacking got unstable and out of control very quickly for me. Nice work!
@mogaiskii Thanks for trying! @meredori You're right, it can get hectic, and the AI left out a few helpful details. There are some stable states for the reactor, but the AI should randomly tinker with things so it's never a smooth ride. @shadowmyst Thanks! There is a lot to take in, and I was worried the tutorial part was going on for too long. There are a lot of moving parts in this artificial nuclear reactor.
Hopefully someone was able to make it home! (If so, my next personal challenge was making it home with the engines at full power.)
@stoickekis Thanks! As soon as I played back the first robotic voice recording, I knew I needed it everywhere. With more time, I wanted alternate voice lines for the AI interactions, so it was harder to know which button or slider it changed.
@betamorfosis I had considered throwing in some buttons that disabled the labels or turned off the display to make it a truly badly-designed safety console. I'm glad you accept full responsibility for the meltdowns!
@ghoulean There's enough play in the values that you can run the reactor hot with maximum engine and still make it home. It was difficult to set some warning lights because you can push any one of them to the edge as long as you keep enough of the contaminant/waste/pressure from accumulating. That empty space at the bottom left corner I was hoping for some graphing, and the left wall would have been the fuel cell and coolant cistern capacity.
Thanks for checking it out, and I hope some of you made it safely home!
@boon Thanks! I was hoping to get some animation going on in the reactor chamber and just didn't have the time to get that part going.
@wolderado I'm glad you liked it! All of the numbers have meaning and you can really push the reactor. I really wanted a timer as well to show how long the trip took as a way to get out of the comfort zone and push the reactor to its limits.
@nyxkn The pressure is off to your right off of the control panel. Pressure is tricky and builds up faster with contaminated coolant! Pressure and Meltdown are the most likely ways to blow up the reactor, but it is also possible to contaminate the coolant completely or deplete the core.
Thanks for trying it out everyone!
@sakura-magika The white screen should mention the nature of the reactor failure. It was either temperature, pressure, waste, or contaminated coolant. The red indicator lights should have also been on for the dangerous items.
@masaru First sitting down at the reactor is rough. The AI is changing the settings on you, and does it less frequently if power is applied to the AI, which costs a lot of additional power.
The intent was for the robotic arm and the reactor core to have more animation/lighting with the reactor condition to provide additional visual indicators. You're right about those things missing! Thanks for checking it out!
I was waaaaayyyy too careful the first time I tried. Awesome alien infestation and needing to repair things. There were enough different enemies for it to be interesting. It took a minute to get used to the reload sound at the end of the reload. I wasn't sure I pushed it. Overall, good work!
At first, in the city, I deployed too well and the AI never made a move. After restarting, I shot them up and down the table. Cool concept with a tabletop wargame and physics. Also really liked the interaction on the menu which helps set the stage. Awesome work!
I had a fun time getting dragged around by the terrified people. I would have loved a bit of a dash, especially when I went out exploring beyond the edges of the world. Good work!
I really liked the low gravity aspect. A lot of times it can make a game feel not very responsive, but this was really well done, with even the slow scroll adding a level of pressure as I try to conserve fuel. I would have killed for a fuel power up to keep going! Still, a lot of fun. Nice job!
I like the idea of the out of control ship and the different enemies were interesting. Having the talking heads explain the story was a nice touch too. Good work on this entry!
I am not even in the ballpark of beating the post above. It got hectic quickly and I was soon juggling most of them with my top hat. It started smooth and got unstable quickly. Nice entry!
That was an interesting and unexpected turn to walk down the side of the building. Pretty cool twist. And cannons shooting at me? What did I as a tightrope walker do to deserve that? Society should have a rule to not heckle tightrope walkers! Anyway, really cool entry and the camera follow was really fantastic!
The unstable camera was very rough, but all of the other bits, voice, graphics, interaction, etc. were all really a great entry! Fantastic!
That's some rough timing on the potions, and I forgot about stirring! Added level of difficulty when that third cauldron explodes. Animation cancelling sped me up, but I still couldn't remember my left from right click. All of the visuals are fantastic. And an awesome leaderboard! Great work!
Awesome! I might be a sucker for potion-based games, but the different actions distilled the process to a few choices that I could see being expanded on. If we could hire assistants, those potion-interns would be making glimmering potions all day long. I'll flood the village in glimmer while I sleep on my piles of gold coins. I liked the mechanic, and I could see that getting complicated with meaningful choices. Good work!
I liked the art and the push-puzzle. I was worried that there would be intruders on board pushing pieces back and messing me up. Fortunately, I escaped! Good entry!
I really liked it! There were a some where the target and the line were very close and hard to see the flip, and I think I may have clicked "new level a few times trying to get at a small line. Awesome, and I played far too many levels before I had to stop for sleep. Good job!
That music track and the animations, the wizard watching you and even hitting him for tears, were all really awesome and you can see the direction that this was headed. Great job!
@oneowerse Thanks!
@bit66 Thanks for giving it a try! The tie in to the theme is related to the parody, making the player the inevitable component. I've got a better camera configuration now, just too late to get that in here!
@cogcomp I think I need to normalize the mouse sensitivity, between systems it is unpredictable. Thanks for the \ tip! I've been trying to keep the controls region-agnostic. I should really just get in the habit of writing keybinding menu pages.
Thanks all for checking it out!
That's quite a bit of content for the compo! I'm not cut out for space work, and it took me a bit to get into it. I accidentally spent almost all of my fuel harvesting the first time. I didn't realize that the harvest click registered. Still, awesome amount of depth for such a short time. Awesome job!
I really liked how deliberate the movement and attacks needed to be. I really liked it. Awesome job!
I really like the concept of the timer pressure on a word game like this. Nice job!
I really liked the level reveal with sonar, and that my information about the level was only available when I was very close and in danger, or that it was rapidly becoming obsolete. Good music, good terrain reveal and fog of war, and a lot of fun. Awesome job!
Awesome, and I love the 10s implementation. The variable control and tracking the progress of previous attempts, plus being able to cancel a doomed run: I don't think it would have been as fun without some of those features. It really helped give feedback on the puzzle aspect. Really fun, I just want more levels. Great job!
My little robot friend managed to get that paint job after all! Picking up the items and dropping them off didn't always trigger when I expected. I liked the animations, and having to get a small income to keep myself powered was good. In the end, the little robot has a shiny metal body. Good job!
A game jam during a hurricane is sort of hard mode. Sometimes those pipe pieces are frustratingly wrong in a good way. Nice entry!
Those controls were pretty smooth for dragging and flinging the reaper. The music put some good pressure on you as the floor raised. Nice job!
Really fun entry, and I had to keep pushing the times, so that was fun! The aim at a distance felt a little strange, but it also seemed like the shots were forgiving. If I were to make an adjustment to shooting: I'd maybe throw a long raycast out from the center of the screen and aim the gun at the first thing it hits (so the bullet still comes from the gun) or aim at some max distance point of the raycast if it hits nothing. Everything still works really well, and that's a minor thing that might tighten up the control. The running is great, the jumping, the speed, all awesome. Great work!
I liked the swapping of roles, and tossing sheep was pretty fun. Nice work!
I liked the gun selection, and the game gets much easier when you have the right weapon. It's possible to leave too much experience on the ground, and I could only play until my finger got sore from shooting. Good entry, and nice job on the boss and gun variety!
Really liked the additional elements to a snake game. A good variety of enemies as well. Very fun game! Good work!
This was really well made, and reminds me of Castle Panic with an added time constraint driving your actions. The visuals were great, the upgrades gave a cool progression, and it was just plain fun overall. Fantastic work!
@vykri The AI will wander if you are not near, and if it hears you, it will begin searching more rapidly (the noise bubbles around you) If it sees you (direct line of sight) it will chase you much more rapidly. It's a large ship, so when you do encounter it, the alien can be startling. Thanks for trying it!
@simplepotential Thanks for trying!
@unpronounceable Thank you, and yes, I was erring on the side of easy. Considered adding more range to his search, or adding more aliens. The parts and alien position are randomized, and there are easier layouts than others.
@jag @unpronounceable There is a Windows build linked now which includes the environmental audio that I set up during the Compo.
@coatline The map as an added feature might have been OK, but having roamed around it as much as I have, I still get a little turned around without it, which feels nice to still be surprised.
@infinitycore @frozenfire92 I think a directional indicator could have helped point you back to the generator. As for the sameness: the corridors should get you a little lost, and the trick to knowing where you are is knowing the function of the rooms. I had planned on changing the color of the central band around the ship walls to help with the sectioning, just didn't get there.
Thanks for trying it out!
That was a lot harder when I realized points came from not blowing them up. I liked the explosions, sound, and that there were differences in the enemies. Nice job!
Agree that a separate button for shooting would help, but once I got rolling, I liked the Gauntlet style. The randomized bonuses were really cool. Fun work!
I was building incredibly high with a solid foundation and just sort of lost it! Everything toppled. Really fun stacking. Awesome job!
Love the ramp up, really well done, and I like the aesthetic. Things are just mixed up enough to get complicated. Great job!
Interesting angle, and there are very few matches out there, so 5 stars on realism! Some of them I wondered why they bothered to sit down at all. Good entry!
Awesome way to implement the theme and integrate it to the game's story. Really fun, even though my first attempts were pretty terrible, but it kept my interest to not stop. Good work!
Awesome job, and a fantastic pac-man twist. I really liked the shaders and the art style, plus the little extra level complete camera work was cool. Nice job!
I liked the style. The collisions, maybe at overlaps, misbehaved a little bit, and if you were the correct color, you had to leave and re-enter the matching pickup to trigger it. Good work and concept, nice job!
I can only describe this as sort of a combination of Missile Command and Fruit Ninja, and it was really well done and polished! I got to stage 10, and beat that level, and then just stuck in a loop in a void. Fantastic game and a ton of fun! Awesome job!
So I was jamming along to the music, speed-running my Stardew farm, and then I realized, I should have been buying gifts! Went shopping, and showered Robin with gifts. She liked it. Good work!
The sound startled me the first time! I liked the glow of the crystals to help find them quickly. I got hung up on the corners from time to time. Eventually, at level 16: everything locked up. Some hints to where the next crystal colors are spawning might be nice. The movement was much faster than I expected, which was nice. Good job!
I really loved the Monaco heist vibe and the minigame making the connections was great. It even has a bonus little bit of social commentary delivered whimsically. Nice Entry!
*(This comment was not compelled by any central sorting algorithm and is definitely not intended to be used to influence anyone to try this awesome Compo entry.)*
I also really liked the art and sound. If I could change anything it would have been the keys for control (the controls were fine). More of a preference, I just like the jump not on a directional button. The diminishing light really helped with the urgency, even more than the timer. Fun speed run. Nice job!
I spent a lot of time wondering if it was possible to have 0 seconds left on the clock and win. I couldn't get it to happen, so I don't think so? The tension is there, and the beeps really help push you to make a decision. Nice job!
Top notch all around! I loved the asteroids ship with gravity slings and shooting enemies. Great job! (Destructible and shrinking asteroids please)
I like the immersion, just wished I could throw the bomb back out the window. Clean look was nice. Good work!
@warren-fisher @maks-night-dlc WebGL mouse sensitivity is out of this world. Pressing 7 or 8 worked for my sensitivity. If your mouse sensitivity is high, you might need to go lower. Thanks for trying it out!