I'm On My Way by KorionArt 2023-05-21T05:23:45Z ♥ 0
Fun fact: if this game was rated, you would have gotten 45th place in Graphics. Out of 2,000 submissions. Nice work!
Foon → Ludum Dare Explorer → Users → Celtican
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 👥 | 🥇 | 2021 | 48 | Deeper and deeper | Palette's Bottomless Backpack | jam | Theme | 4.69 | |
| 👥 | 🥉 | 2021 | 48 | Deeper and deeper | Palette's Bottomless Backpack | jam | Humor | 4.63 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | 👥 | Bloody Heart | jam | 4.70 | 4.60 | 4.60 | 4.20 | 4.40 | 4.10 | 3.60 | 4.40 | ||
| 2023 | 54 | Limited Space | 👥 | Bronze | extra | ||||||||||
| 2023 | 53 | Delivery | 👥 | packet.Breach() | jam | 61 | 4.21 | 4.23 | 4.38 | 3.69 | 3.94 | 3.83 | 3.60 | 4.08 | |
| 2023 | 52 | Harvest | Ether Warp | compo | 15 | 4.17 | 4.02 | 3.45 | 4.19 | 4.24 | 4.10 | 2.13 | 3.48 | ||
| 2022 | 51 | Every 10 seconds | 👥 | Kangaroo Court | jam | 143 | 3.98 | 3.95 | 4.00 | 4.45 | 4.38 | 4.08 | 4.41 | 4.05 | |
| 2022 | 50 | Delay the inevitable | 👥 | Against the Dying of the Light | jam | 143 | 4.00 | 3.70 | 3.44 | 4.24 | 4.17 | 4.11 | 2.48 | 4.57 | |
| 2021 | 49 | Unstable | 👥 | Corvin and The Cauldron of Who-Knows-What | jam | 740 | 3.53 | 3.25 | 3.19 | 3.06 | 3.97 | 3.50 | 3.94 | 3.75 | |
| 2021 | 48 | Deeper and deeper | 👥 | Palette's Bottomless Backpack | jam | 25 | 4.33 | 4.31 | 4.48 | 4.69 | 4.31 | 4.04 | 4.63 | 4.37 |
Celtican leaves an average of 5.3 feedback comments each event.
Fun fact: if this game was rated, you would have gotten 45th place in Graphics. Out of 2,000 submissions. Nice work!
Be sure to set the game's page on itch.io to published! It looks like someone already rated the game, alas
Love this. This has some properties of a Survivor-Like game, in the sense that you constantly grow stronger as you defeat enemies.
- Pirate theme is a good theme! Yar har! - Upgrading after defeating an enemy is a very satisfying design pattern. Blowing up ships lets you blow up ships faster. - The map was wonderful. Flavor-wise, it's clear that this is a stolen map. Gameplay-wise, I was using it constantly, and felt intelligent when I could plan out a route ahead of time (even if that plan went sideways). - The shifting music was superb. - The controls could use some work, but I do like the overall control scheme. Being able to fire in only two directions is very refreshing when most games let you shoot anywhere. - Likewise, the enemies only being able to shoot in two directions was satisfying as well. I was always balancing whether or not to stay still and aim, or going side-by-side the enemy and risking getting hit. - Art's good. Looks great! - The theme interpretation is great. You aren't delivering anything, you're *interrupting* the delivery of things. (This is the same interpretation we had with our game, so I'm totally biased.)
- I quickly found that the Speed upgrade was perhaps the most important one, due to the enemies being incredibly fast at the end of the game. However, even when I grabbed Speed as much as I could, I was never faster than the final ship. - There was no tutorial prompt in-game that told me to open the map. Luckily, I read the text ahead of time, but—as I'm sure you know—most people don't. - I also occasionally had trouble with the cannons. For the most part it was okay, though. Ultimately I still like the mechanic. - I'm not sure how I feel about the cannons inheriting some of the player's velocity. I've struggled with this same thing before, I'm not sure what the most satisfying solution may be. - The "Level" text above each ship looks a little sloppy.
- A way to reach destinations more quickly would be much appreciated. Perhaps if you are moving in a straight line long enough, you get a gust of wind and an increased speed. - On the map, I would have liked to see the player's ship as an arrow instead of a square, that way I could tell where I'm going. The enemies should have arrows instead of squares, too, but it's more important on the player. - Perhaps it would be cinematic if the camera zoomed in while a ship was nearby. - More ships! I think this game could lean a little closer to the Survivor-like genre by simply adding in more enemies. - I really want to be able to slowly rotate even while I've completely stopped moving. It might not be entirely realistic, but it would be less frusturating. - Perhaps you could hold down left and right arrows to charge the cannons to fire longer distances? Preferably, the player should also be able to see the path that the cannon will follow. - I'd like to have the camera not be restrained to the bounds of the map. The camera not being locked to the player sometimes might be why I dislike the cannons inheriting velocity: my viewpoint is occasionally relative to the landscape, not the player. Perhaps there should be a fog that slowly damages the player if they sail too far into it?
Overall, really nice job. It's fun to see a team full of programmers for a change.
Also, wow, the Ludum Dare algorithm really did just give you a ton of reviews in a few minutes, nice 😅
I also can't run the `.exe`! You'll have to zip all of the contents of the Unity build, the `.zip` (or in your case the `.rar`) should look something like this:
The concept sounds funny, I'd love to try it when it's available! You should opt-out of the Graphics category if you used external assets though. I'm also not sure why you linked tutorials.
I'm surprised I hadn't seen this game yet since one of you were the first to comment on mine!
I love this. Besides delicious cranberries and friendly spiders, this actually hits a lot of things I talk about a lot and want to see more of in games:
- Water is 70% of the planet, we should see more water in media. - Games with a little bit of physics tend to be more fun. - Unique mechanics make unique experiences. - Shaders make games more visually appealing. - Non-violence in games leads to greater creativity.
Definitely not the prettiest game. But looking past that, I enjoy this a good bit!
Definitely a solid idea, it's reminiscent of the LD 41 Jam winner—Dark Soil—but with a different take. Lots of potential! There just isn't enough stuff yet to make it really satisfying. But you're very close!
For some constructive feedback: - I would have played the game longer if there were more colors of slimes and more pitchfork upgrades. That's all this game needed to feel like a good incremental game. - The attack-as-fast-as-you-can-click mechanic felt weird at first, but it felt nice to just be able to spam click to win. Just like an incremental game! - There wasn't anything stopping me from just placing down one slime each day. Perhaps the easiest way to offset that is to have the player pay "rent" each day, with the rent increasing slowly and constantly. - I'd say the healthbar isn't adding much. The enemies are already really easy to kill, and removing it would make me okay with placing down more slimes. - More kinds of upgrades would have been nice to see: area of attack and movement speed come to mind. - I'd increase the size of the farm. It feels really cramped in there, considering I'm supposed to be fighting in it. Alternatively, get rid of the fence and allow me to plant/fight slimes everywhere.
Seriously, I think this game has potential to become a really satisfying incremental game, on the same vein as Leaf Blower Simulator. Kudos to you for coming up with it, I hope to see you in LD53!
I like the game, although the only time I won was when I didn't bother to buy any cards and immediately sold everything I drew (luckily I only drew crops/crows). I ended up at 24 coins while second place had only 2 coins. Some balance is in order, me thinks!
Some thoughts: - My favorite part of the game was planting asparagus/potatoes and watching the piles get huge. I really like how you randomly rotate cards in piles, and how the coins scatter absolutely everywhere! It makes it feel like a real-life messy tabletop game. - I thought I would win about half the time, but I ended up winning only about 1/6 of the time. Maybe the NPCs should start with less cards in hand. - The coins didn't really feel like they played a major role in the game until the ending tally. Some options to offset that would be: - Get rid of them altogether and have the end score be based off a tally of each player's cards on the field and in the hand - Make some cards cost coins to play. - Other people want the shovel to be more common and for it to only effect your own field, but I think it's fine the way it is. I'd instead like to see recipes be able to use crops from your field. I was never able to use recipes though, so maybe I just don't know how they work. - You could add some more strategic decisions to the game by reworking the shop. Split the shop into three separate piles and keep the top card on each pile revealed, for instance. Too often did I receive recipes for crops I didn't have. - I might be biased about the recipes since I never got to play one, but reworking them a bit could make some interesting results. I propose the recipes be removed from the shop pile and instead there be three recipe zones that are available to everyone: when a player uses a recipe, they get the coins as normal and a new recipe is drawn in that zone. - I really liked the different NPC profiles/playstyles. It made it feel a little more like I was playing with real people! - It felt bad when I had to pass a turn and get rid of extra actions I could have taken. Perhaps drawing a card should be free to offset that (and then also remove the free card draw at the beginning of the turn). I was thinking that gaining a coin could also be an action, but that would probably just make players gain 3 coins every turn and pass.
All in all I'm really glad to see this take on the theme, card games are rare in Ludum Dare but they're always soooo good! Nice work!
I really wanted to make a game where you play as a scarecrow as well, but I went with something completely different. I'm glad to see another team picking up my slack 😂
I agree with Pengu, decrease the time between waves and change the shoot/plant to left/right click. I'll also add on that note that it may make more sense to plant things where the player is standing instead of where they are pointing, just because that's how other games do it and so that's how I expected this game to do it.
Some thoughts: - I love that the plants fight back. I was expecting this to be a game where I had to protect the plants, but no, they're practically protecting me! It felt like a throwback to Plants vs Zombies, in a good way. - Sometimes the plants disappeared. I think there was an expiration mechanic? It wasn't very clear. Maybe the expiration mechanic could just slowly decrease their health over time instead of hiding their lifetime invisibly—I could have made more strategic decisions and generally felt more satisfied. - I noticed the green bar on the plants are how close they are to growing and the blue bar is their health. Switching these would have been more clear: green is already associated with health in this game, the plants should be no different. Better yet: just hide the blue bar and make the green bar associated with both health and growth. - The game was quite hard for me. I made it to Horde 4, reset, and then made it to Horde 5. Developers tend to be better at their games than their players, so usually the way to make games appropriately easier is to make them way easier than you think they should be and playtest it with other people while developing it. (I think it was just the blue wisps being very fast that made it hard, but still)
Lovely game, I had fun playing it! I hope to see you in Ludum Dare 53!
I felt like I had to play this game since there were many similarities with my own submission (mining asteroids, space pirates, warping into new sectors, etc.) 😂
A fun arcade game in the spirit of Asteroids. It's really satisfying to destroy the asteroids and watch them blow up into smaller pieces, and then collect the goods within. The game as a whole felt like it had an amount of challenge appropriate to an arcade game, the pirates especially felt fun and interesting when I realized they were aiming for the side of the screen to shoot me and I could aim at the side of the screen to shoot them.
I'd say the first thing missing from this game is a sound effect that plays when you take damage. At first I thought asteroids couldn't hurt me. I would have also liked to see more drops from destroying asteroids to better fit the theme—plus it would just be so satisfying.
Fun game all around, the screen wrap was fun to play with. I hope to see you in LD 53!
Really nice work from an excellent team. There are definitely a lot of small problems with the game, but it's impressive what you guys managed to create over the course of one weekend. I love the graphics, music, and sound effects, they tie really well together, although I felt a distinct lack of exposition the entire time I was playing. How the heck am I building stone foundations with lavender, why do the gnomes despise me and my friends so? Regardless, I *really* enjoyed the game (this is a seriously great base for a seriously great game). My game time ended with me surrounding the base with walls causing a pathfinding crash, oops!
Some thoughts: - I felt no need to explore at all. I wonder how different the game would be if you had to explore and pickup the perks and upgrades instead of spending lavender on them. - Eventually this felt like a "automate everything" game, but I never got to the point where I could place down enough towers to automate the gnomocide. Perhaps a buff to the towers was in order. - Because I couldn't destroy tiles, I ended up restarting the game when I understood how things work so that I could create an optimal base. - At first I was confused when I realized I could shoot as fast as I clicked, but I actually really like the idea! Especially for a small game where you'll be playing it for less than an hour, you might as well let the player have fun! - Unfortunately the final build of the game has the hammer tool build menu open instead of the default tool view, so it took me FOREVER to figure out the controls. The first thing I figured out was "press R to draw gun" and I was thoroughly confused. _I'd really recommend putting the controls on the LD/itch page._ - Can we talk about how the animals are called "friends" instead of "workers" or "animals" or the like? It really tied the game together cuteness-wise. Whoever first called them "friends" deserves a metal or something.
Great game! I'm excited to see what you make next time around, too!
A really nice experimental concept. I do think this could be turned into an actual game, at least something narrative with the alchemy lectures as a side thing. I took notes and tried to take it as seriously as I could, but, alas! I suck at studying, I only managed to read about half of each slide. I wonder if I would have done better if I instead tried to read all the slides as quick as possible and rely on dumb memory.
C'mon Morris, couldn't you have let us read some of the textbooks *before* throwing us that exam...? I don't think my 11/18 passes...
A shame I missed the rating window, I would have at least given this 5 stars in Theme and Innovation.
For some reason audio wasn't playing on my side, alas! But the game was quite fun, I really enjoyed the variety in the levels, although my game crashed around level 16 when I mashed the buttons too much (which was very enjoyable, by the way) 😅 The variety in the levels was really enjoyable from what I did play. I'd be down to play it again if the audio issue gets resolved! But maybe that's just on my end.
You did a wonderful job on the art, Gwen! This game look great! Great submission all around, really!
I'll be honest, I didn't finish much of the game... but I loved what I did play! I died a few times before finally achieving the first mission, but I didn't have the willpower to go through all of that pain again lol. Perhaps some small story segments would have made me want to finish it.
The art and audio were top notch, and I really like the interpretation of the theme. Great submission!
Hey! I can't access your itch.io page, it's coming up with a 404. Maybe it's marked as private? (it looks like someone else already rated 👀)
I liked this game! The lighting added a moody feel, and I really liked that towers didn't automatically aim towards enemies, I never saw that in a tower defense game before. The simple mechanic of picking up drops from enemies to return to base was also refreshing.
The controls were also strange to me, particularly because this is a control scheme I'd never encountered before. It's not bad, it's just hard to pick up because I don't have experience to pull from. When I saw the game, I envisioned a standard WASD to move, and maybe a GUI to buy towers from. The result however was space to move towards mouse, which I'd never heard of, and both mouse buttons to click/place, which I have heard of, just not in a tower defense game. Even though the control scheme might be better for this game, most people have different mental images of what the game should feel like.
Honestly though, once I learned the control scheme (which wasn't too hard after reading your instructions a few times), and learned how to interact with the world, the game played nicely. It felt satisfying to create a solid defense. I lasted until the fast robots came in, I didn't have enough towers to hold them off. I don't think I could have gotten enough towers, since the movement speed was so slow. The movement speed in particular was a killer for me. There were plenty of gears around for me to build a favorable defense, but I simply didn't have the movement speed to collect them. I'd recommend plain doubling the movement speed, it would probably make the game easier a good bit, at least until stronger enemies appear. Alternatively, if you want to keep the movement speed where it is for moody reasons, I'd recommend allowing the player to hold several gears at a time. Or just make it so that when you step on a gear, it adds it to your gear store. I might've played for a whole lot longer if the darn movement speed didn't bug me so much.
Regardless! I really enjoyed this. Keep up the good work, please participate in Ludum Dare 51! See you around!
@sodoj You might've forgotten to end the turn! When you play your three cards, try pressing enter, then space.
@snesgaard I never dared to build a deckbuilder for Ludum Dare. It would be too much code for such little results, it would be hell to add in a comfortable amount of cards and enemies, the bugs would be through the roof, there would be too many mechanics for me to add in such little time. But you made a deckbuilder! In a compo, none the less!
I think this is a solid compo entry. It lacks a lot of polish of course, but you have a solid amount of diversity in monsters and cards, you innovated in the mechanics (this is like a cross between STS and Gwent), the monsters and descriptions are humorous, you plain did a good job. Adding to what other people have said, here are some notes (you probably realized most of these, but, eh):
- This is probably really confusing for people who don't play deckbuilders. To help, I would consider removing the "spell stack" in favor of instant effects, people would immediately see their results and understand them. I would also consider removing the attack/block symbols on the bottom of cards if they have 0 attack/block. That would just make it easier to read and mentally parse. - There was a bug (feature?) where if I defeated a monster with my last card, I would die. It made me sad. - The coins don't seem to do anything, consider removing them (at least visually). Currently they're another UI element to look at and worse-case get confused by. Alternatively, consider adding easy card effects that manipulate coins (e.g. Gain 5 coins and deal 20 damage, Gain 5 coins and increase attack and block by 5, et cetera). - Consider making it obvious when flavor text is just flavor text. For instance, for the Slap and Block (and upgraded variants) cards, consider making the flavor text gray. Again, for easier reading. Games with lots of text benefit from being easy to parse - The early game was quite difficult, even when I learned to save my cards until I needed them. To make it a tiny bit easier, maybe add a new starter card (like "Draw 2 Slaps", although I know that would probably clash with the code), or allow the player to pick an extra card to keep at the start of the run. After the first two encounters the difficulty was fine though
I really liked this game. It felt satisfying when my numbers started getting big. Monsters and players trading damage instantaneously made it so I still had to play my cards carefully when they were low on health. The card rewards were neat, too, I liked that I could remove cards as I added them.
Good game! You better participate in Ludum Dare 51. You better!
Honestly this was pretty fun, the graphics were effective and the music was catchy. I liked the theming and the idea that the player is always losing health. Pills spawn fast, but there can only be a maximum of two on the screen, so you have to be constantly moving, even if you aren't getting hit by enemies. And you have to be careful not to be constantly shooting, or else you won't be moving fast enough to keep up your health. Fun!
One thing I would have liked to see is feedback when you hit an enemy, right now it's not too fun when I hit them. Some small particle effects on hit, and/or a sound effect, and/or a brief color change would have been super satisfying. Shooters are best when the player gets rewarding feedback, or at least I think so.
I had a high score of 101! This was solid and fun. How did this guy bring a gun into limbo, by the way? And who's leaving pills everywhere? ... Anyways, I hope to see all of you in Ludum Dare 51, this was a good game!
This felt refreshing. Short, but effective. I can only take educated guesses about the true meaning of the numbers at the end, but I enjoyed this game! I don't think I have anything to criticize. Nice job! I hope to see all three of you in Ludum Dare 51!
Tower defense game! Woot!
It was pretty fun balancing between placing refineries to get more income in the long run and towers to actually survive incoming enemies. I also liked that you have to build factories to place the different towers, instead of just having access to everything off the get-go. More tower variety would be nice, but of course, overlord Mike Kasprzak only gives us a measly 72 hours 🤷
One criticism that I do have is the exploding enemies. A shorter radius and/or weaker damage would have been nice. I couldn't last too long with those little devils on the field, they are the main antagonists of the game. Maybe I'm just a dummy, it sounds like other people in the comments made it farther than me.
I spent a good bit of time playing the game regardless, it's super fun. I hope you'll make another fun game in Ludum Dare 51!
I'm not really sure what I was doing, but this was fun! Super relaxing. Considering "Delay the inevitable" prompted so many more survive-as-long-as-you-can non-stop-action games, I'm really pleased to find one that lets you take your time. I am also pleased with the sfx and bgm. Quite pleased.
I'm not sure what the religious buildings were doing. Was a mechanic that wasn't fully implemented?
The feature to split buildings into pieces was also new and interesting. I haven't seen that before, and it's quite welcome here, where I want to place them on top of each other as much as I can. I made it 15 rounds!
All of you guys are playing this game wrong. It's not buggy, it's intentional!
If you put yourself in a hamster ball, you are inside the and then the jump raycaster detects something beneath you and allows you to jump. So just spam jump, because you'll always be in that thing 😛 I quit when I got the first 1000+ score. Honestly I think this is the only way to get a good score, because for some reason the game deletes your drawings after a score of 300 or so. Maybe if you wanted less wonky physics, perhaps the player should have had an "ink gauge," and random pickups would refill it?
I like this game. I've seen the concept of drawing platforms before, but never with physics. The only thing missing from this game is a satisfying drawing sound 🙂
I conclude my ramble. Keep up the good work, both of you better be in Ludum Dare 51!
@cheeks For Level 2 I had to remove these two blocks quickly right here. I'm not really sure where you're supposed to apply the lock mechanic in that level, but I didn't need it Screenshot_30.png
Classic arcade game! Makes me want to play Gradius again.
Some things I would have liked to see in the game:
- A crunchy sound effect for when a bullet is fired/hits a ship. There's already one in there, but it took me a while to realize it existed - More juice for hitting a ship/getting hit. e.g. camera shake, ship wobble/shake, explosions - Faster bullets, weaker enemies! This is an action game, I wanna see my gun go zooooooooom - To show the fact that the ship becomes unstable, make the ship become gradually more unstable over time - A longer level in general
Also, I had a bug where I died near the end of the stage, and it said Victory. Oopsie!
Nice submission! It's an interesting idea that the player plays a passive role in the defense. I also really liked the map, I'm a fan of exploration.
Some things I would have liked to see in the game: - A sound effect for picking up candy, and other juice to accent that event - Likewise, a sound effect for placing candy in the cauldron/tower, and maybe make them jiggle a bit when that happens - Multiple portals that the monsters can come through. Perhaps they would randomly pick one or two portals to go through. Alternatively, you could remove the three unnecessary towers, they didn't seem to do much - A "big" candy that gives you 5 candies when you pick it up - Tiny variation in monster health/speed, just call `MathUtils.RandRange(x, x)` on start to add a good bit more life - When space is held, continuously add candy to the cauldron/tower, preferably at an increasing rate
Good job, see you in LD50!
I wish baking soda + vinegar was possible 😞
Nice little sandbox though, I sure felt like a scientist, mixing wasabi and soda together to make the most scrumptious drink 🙂
I also got stuck in the pause menu my first playthrough. My second playthrough I also got stuck in the pause menu, but was still able to move around, so I just played while the pause menu was up
This game definitely seems more polished than other entries—due to the asset store, of course. I always had the impression that using 3rd party graphics and sound were okay, less so an entire framework. Oh well
I was guessing that the water would rise, but instead it fell and completely disappeared! So, I ventured out into the unknown desert, secretly hoping to find the end of the world and jump off, but there was an invisible wall after a while :(
I didn't get past the gunner objective. Alas, I would rather not kill any innocent men, women, and gunners that fall out of the sky
Neat Katamari Damacy look-alike! Very moody game all round. My only two complaints are the camera and the enemy projectiles completely destroying you, but I made it to the end and had fun regardless.
Reminds me of [5D Chess with Multiverse Timetravel](https://store.steampowered.com/app/1349230/5D_Chess_With_Multiverse_Time_Travel/)
I played one game with my girlfriend, and I tried to capture her king with a rook crashing through the ceiling. But I miscounted how many times the tile was travelled over, so it stayed topside. Then, she captured my rook with her knight, causing *the knight* to crash through the ceiling. She squashed her own king!
My king was so mortified that he ran to the bottom layer and leaped into the void.
Fun times! I think I won that game? Technically..?
I adore the art! Although I definitely wish there was a jump animation, that would have sold it :)
It took me a good bit to beat the game, but it was totally worth it to find out that the cat was in fact alive in the box.
I like this one a lot :)
It got a lot easier and fun once I fully understood the rules. Nice job.
LD57 — Depths (1)
Mr. Money's Phenomenally Soggy Water Removal Romp by Rhoka 2025-04-08T22:16:04Z ♥ 6
This was the first game I rated this jam. It set a high standard!
- The biggest laugh from me was when I opened up the shop and saw the first upgrade was "Your Hands." Good stuff. - The combo of incremental game + exploration game is nice. I think this is a really undersaturated market that is healthy for new games. - The art was nice. It hit the sweet-spot between stylized and easy-to-make. - The progression for obtaining the skateboard was very natural. First, you have to walk around the world to find the items for the roller skates, and then you have to progress in the game a bit before getting the last piece for the skateboard. This was the most natural-feeling progression in the game. - Moving around on the skateboard and roller skates feels good—I'm scooting around while I type this review. - I saw the punchline coming a mile away :)
Feedback: - The trees and background wall/grass texture conflict with the rest of the pixel art. The trees look cozy while everything else looks jank. You could have both, I suppose, but I feel like there was a missed opportunity in there somewhere. - By the end of the game, I kept spamming engine pumps everywhere to get the water ASAP. If there was something very expensive to get (even a vanity item like a party hat or something), I would have valued the chemical upgrade more. I can't tell if the game wants to act like the player has some agency or not (many incremental games don't), but right now it feels like the player does not. - The music was nice, but it always faded out somewhat suddenly, and had long periods of silence. With games like Factorio, the music feels like it naturally fades out. I'd guess it's just a matter of having a smoother transition. - In the middle/late bit of the game, I largely was just standing around watching the water go down while waiting for me to get more money for more pumps. - The central mechanic of scooping water felt under-utilized. At some point, the pumps give way more money, and the path from the water to the nearest deposit point is very long.
Overall, I enjoyed this game a good bit :)