Abaddon by Geckoo1337 2017-05-13T08:43:19Z
Очень годно, напомнило немного Ziggurat, очень классная графика!
Если не сложно, то оцени и нас
https://ldjam.com/events/ludum-dare/38/keeplanet
Foon → Ludum Dare Explorer → Users → HellSquirrel
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | 👥 | SVET | jam | 456 | 3.63 | 3.18 | 3.59 | 4.06 | 3.71 | 3.43 | 4.11 | |
| 2018 | 43 | Sacrifices must be made | Tiny Crusade | jam | 306 | 3.65 | 3.26 | 3.19 | 3.66 | 3.72 | 3.64 | |||
| 2018 | 42 | Running out of space | Escapeless | jam | 3.41 | 3.26 | 2.91 | 2.76 | 3.91 | 3.76 | ||||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | O.D.I.N: Out-Dimentional Integrated iNgector | jam | |||||||||
| 2017 | 40 | The more you have, the worse it is | 👥 | Lost Sakura | jam | 506 | 3.51 | 3.43 | 2.82 | 3.24 | 3.88 | 3.25 | ||
| 2017 | 39 | Running out of Power | 👥 | Space Strangers | jam | 3.50 | 3.66 | 2.66 | 4.16 | 3.66 | 2.20 | 3.20 | ||
| 2017 | 38 | A Small World | Keeplanet | jam | 448 | 3.27 | 2.89 | 3.31 | 3.56 | 4.20 | 3.42 | 2.36 | 3.07 |
Очень годно, напомнило немного Ziggurat, очень классная графика!
Если не сложно, то оцени и нас
https://ldjam.com/events/ludum-dare/38/keeplanet
Awesome!!!
Cool and interesting game! Авторы PDTA не умеют делать плохие игры)
Relax game with pretty cool grafics!
Nice grafics and music, i like it!
Spend 2 minutes on 1 level, mb should add magnetic connection near platform to sit spaceship a little bit easier
@blushine thanks for feedback. U're right, balance should fix cuz sometimes there aren't places to set an object
@behenate thanks
По канонам жанра, первым умер афроамериканец) Прикольный концепт, учитывая срок его реализации :slight_smile:
Мен, просто топчик , везде заслуженные пятюни, очень классно
very cute lowpoly art and cool gameplay
Veli' спасибо за фидбек оставленный нам, очень странно, что на 15.12 у столь сочной по графике игрули 7 отзывов, при этом в вк 111 лукасов(
Классный TD, очень забавная анимация, арт 10 из 5
@danmanngames @timotheus-25 @cortexdeveloper @nillard @ollec thanks for feedback dudes
@ollec not so long ago we understood that we did 2fast increasing complexity
@nihilist yeah, u're right, we have troubles with this and understood it 2late, in 1 week we added post-jam build where fix it
@pedro-henrique-cesar thanks, man, your "Tower of mana" is cool too. I like concept. How do u think, mb u should start "freezing" when player start moving and near first first more slowly freeze?
@jlindell thank you
very funny
hi, squirrels) great pixel art, animation and gameplay, only scored 50k :( very cool game
Nice work, very cool graphics
Вижу проект, где участвовала Sob - ставлю хай баллы автоматом) В целом и частном, очень классный геймплей и динамичная музычка, рил круто придумали)
Good!
👍
👍
👍
Nice game!
cool!
Nice game!
👍
👍
👍
Good!
👍
Nice work!
Nice work!
cool!
cool game!
Nice game!
Cool concept, pretty nice pixel art!
👍
Nice work!
Nice work!
cool game!
Good!
Nice work!
Топчик! Как всегда на высоте!
Fun) Nice pixel art
👍
cool game concept!
interesting
Nice game!
Nice game!
interesting
👍
cool!
Nice work!
Nice work!
perfect
We played in 150 games at first and after this rated them from our team document to be more objective. Our poor knowledge of English doesn't allow us to write long messages. Each game received its share of attention and appreciation. Games that our liked especially, we tried to write a bit more in detail. We are interested in finding new innovate, perspective projects on jams to connect with new strong developers. For example, this project was on 39 ludum dare https://store.steampowered.com/app/699920/Despotism_3k/ and we invited them on "VK Fest Showcase" in St.Petersburg to show their game to all peoples of this fest and these developers won in 2 nominations there. Photo from festKGlh2AxfUE8.jpg
@vfabien21 U're write, we didn't think about this thing. Such simple idea, thanks man, it'll solve a lot of problems and we will can explain some things which we can't talk normally) F*ck, such easy idea) U're genius, thanks man again, gl hf, ty for playing game ^_^
Dear anonymous, after your text we understood how it looks from the other side. Thank you for showing the reverse side of this approach to voting. We will use "vfabien21 method" since this comment so that there will be no disagreement afterwards.
Native same text. Дорогой анонимус, после твоего текста мы поняли, как это выглядит со стороны. Спасибо что показал обратную сторону такого подхода к голосованию. Мы будем юзать метод Фабьена21 начиная с этого коммента, чтобы не было разногласий и проблем потом.
Nice work!
cool!
Good!
👍
👍
Nice game!
👍
cool game!
Nice work!
👍
Good!
genius, awesome concept!
Nice game!
nice work!
Good!
cool!
👍
👍
cool!
Very cute low poly art!
👍
cool!
cool game!
👍
Nice game!
cool game!
cool!
👍
@f1krazy I have some versions to solve this problem: 1) Your bullets can't fly through dead meteors, but meteors can fly through them. It'll motivate player to move, but game will become very hard. 2) Don't add scores if player killed meteor when (his movespeed <=0) 3) Motivate to move by extra lifes, weapon or/and ship buffs. When complexity of the game will grow - player can't live without new items
interesting
Nice work!
cool!
Good!
cool!
👍
👍
cool!
Nice work!
cool game!
👍
cool!
Nice work!
Good!
Nice game!
interesting concept
Nice work!
Very stylish!
Good!
👍
cool game!
Nice work!
Nice game!
👍
cool!
cool concept!
👍
Good!
cool game!
Nice game!
cool!
Nice game!
cool!
👍
👍
👍
👍
cool game!
👍
Nice game!
Nice game!
cool!
cool!
Good!
Nice work!
cool!
Nice game!
Good!
Nice game!
cool!
Nice game!
cool!
👍
Nice work!
fun)
interesting
Nice game!
Great pixel art and cool game mechanic, nice
Nice game!
cool!
cool!
Nice game!
Good!
👍
👍
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very nice art!
Nice game!
cool!
👍
Art is wonderful and level reusability is awesome, don't understand how people create such cool games during 3 days)
Nice work, good mechanic with light cutting and camera distance. Mb shouldn't enable to take an apple when full hp and highlight the key in the dark
Very good grafics, narrative and gameplay! Mb should add cubes after all minions turned. Imo, shaking camera after every card distracts only. My english is very bad and I painted what it meants. 1.png
On picture u can see, how many time u will save to player for full immersion in core gameplay. I hope that you will continue to develop this project and we will see it in digital stores as steam, gog etc.
Very cool game! Pixel art, animation and sound design are divine! Wait this game in Steam!
Very beautiful art and sounds. Amused the moving hydrants and lampposts. Everything is cool in the game, except for two things: 1) Near the end you just fly through the pits without a jump. 2) When u help 2 humans at the same time, the sound gets stronger and gets a little uncomfortable
Great palette and cute low poly. It was such simple, but very cool to add emotions of the girl to show consequences of the victims!
Fallout shelter 2 looks perfect)
Cute graphics and sounds, good use of simple mechanic. But 7 level is almost impossible, I think u shouldn't increase the number of clicks in one combination because the cost of error is high. Mb u should add new 4-buttons combinations and people must be play faster to complete level. Also Imo, should change combination after fail. Because every user has personal uncomfortable combination and better I will skip it then will try to do it correctly and slowly. All in all is good!
I like this game, all categories graded high. For this reason, I consider it necessary to report a few shortcomings, having fixed that could make the game even better in my opinion:
1) Some vertical challenges lose their complexity due to sticking to the walls of the hero, if you hold down the control key in the direction of the wall.
2) Collision mask isn't correct in some places, I was behind spike, but use "wallsticking" and didn't die and continued playning. (watch screenshot) 2.jpg
3) Mine damaged the player if u will stay over cannon.
4) On 4th level first fire-circle should install below. Because it's not static and is constantly spinning, player can catch it at the highest point and after block formation he will block further passage to himself.
5) Bug with game continuation. If I finished on 4th level and after this decided to start at the beginning, after entering the menu and clicking on continue, I still continue not at the level where I stopped, but at level 4.
6) The complexity and duration of the 4th level many times higher than previous. U should be divide it on two levels or cut. Also in the end of 4th no longer fits on the topic and you start playing super meet boy)
My english is very bad, sorry for it myself. I didn't want to seem rude and I hope you will turn this project into something big. Good luck and thanks for good jam-game)
Конструктор, очень годно, пиксель арт как всегда на высоте. Разве что мб делей на пкм поставить побольше, а то уж больно имбовая штука и теряется нужда в оружии.
Very cool and stylish concept, nice music, interesting topic disclosure, but I think u should change controls by 2 ways: 1) Use current movement controls, but will add to aim by mouse. In one moment I wanted to kill, but they ran behind me like a horde and it wasn't comfortable to rotate. or 2) Use for "attack" another button on keyboard to play without mouse and add more directions when rotate.
Also change score font (; 1.png 3.png
Очень классный арт, да и тема круто раскрыта. Две вещи, которые чуток отвлекли от геймплея: 1.png 1) слои 3 (2).png 2) не смог выйти обратно при переходе из локации справа, пришлось перезапускать игру. А так, очень годно! 10 Лебовски из 10.
Очень круто раскрыли тему. Арт и саунд дизайн великолепны. Имхо, мб стоит сделать коллайдер у препятствий чуток меньше, а то из мидкорной фановой игры превращается в дарк солс на воздушных шарах, когда на тебя летит ряд из гроз. В целом, еще одна годнота от снг ребят👍
Strong topic disclosure and great level design, also amused ending. Imo, u should swap on next hero after hero's death. Will w8 on mobile or pc with new levels and mechanics)
Mehanika i art kak vsegda zbs, tol'ko luchshe by s Vovoi nintendo switch versiu delali, a ne v dzhemah vsyakih uchastvovali (;
Ovivo's devoloper don't know how to create bad games) As always cool and on top! wubba lubba dub dub
Nice work. Topic disclosure, art and sound are perfect. In my opinion, u should swap some levels for the complexity curve works, because some levels in middle of game play more diffucultly then in the end.
@igor-morgun thanks
@forik Thanks for the feedback, there really are some serious problems with the level design. The idea itself revolved around light. We wanted to convey the exploration of the location and the feeling of safety through only a temporary light source. A little short on time to polish and deepen the mechanics, so the comments are all on the case, thanks for the feedback!
@elros Thanks for the feedback, I think you're right and should have added more light sources to make it easier to navigate the location
@belonzik thanks
@arthur-mairs thanks
@wobbleblocks thanks
@twistedhawk thanks
@unidaystudio https://youtu.be/dRP1DqShceM?t=566
I'm very surprised that not many people evaluated the project. It's on-topic, coupled with interesting gameplay and sound. Feels like a cool mix of Minit, Forager, and Factorio. If you forget that this project was done in 72 hours and treat it as a complete project, the manual lacks a text description at each icon. The work and distribution of light is worth noting separately, very cool behaves when the character is on the border of light and darkness, as if the light sticks to the player and does not want to let the player into the dangerous darkness. A lot of interesting little game design solutions, like assembling items on the ground in one place and adding colliders to resources. The second part of the previous sentence adds additional challenges, such as storing resources in the right places so that they don't get combined into new items, while placing them correctly so as not to create mazes that will lengthen the routes to the objectives. Translated through a translator due to poor English and I hope I was able to convey the idea that your project is very cool. I would not be at all surprised if after a while I see a refined and in-depth project on Steam or other platforms. Great job! You are good! Good luck!
It looks like a paper,please in a new theme.
It was nice to know that the author thought about replayability and suggests simplifying even the easy difficulty with an increased timer.
Cursor hammer animation gives a direct sense that you are like a judge making decisions and passing judgement, very rarely get in games (not including simulators) in general to convey that feeling directly. It seems to be a small thing, which is made by two frames of animation, but such a detail affects the immersion in the project.
The cases are also interestingly parsed and it's nice that they weren't in the same order, as I can tell from the three game sessions. It also allows you to not mechanically rote, but still try to get into the essence. My English is terrible and some things didn't translate all the way through, but it's definitely not the fault of the developers that I know the language so poorly.
There's a lot of work done on the exterior design, the graphics are very nice. Although I try to judge games solely on gameplay, but the kitty in the judge's wig won my heart. The only things that made me uncomfortable were the size of the UI, the size of the case in question, and the centering of the text when typing it. I assume (maybe wrongly) that the developers wanted to mimic the work of the judge's clerk when typing the text, but it gets hard to read.
I apologize for my English, I hope you understood me correctly, I only evaluate projects that I liked and I am aware that my comments simply could not have had time to make during the competition. I wish you do not throw away the idea and see the project after time on personal computers or phones.
Good luck!
Very cool design and theme development. Game mechanics very succinctly fit into the theme of the competition, a good rendering of the time limit through the number of moves together within the theme of the game.
The selection of names for a moment made you think that the developers from cis-region that so well know the theme with the liquidators of Chernobyl)
I understand that this is a prototype for the competition and there was a development time limit, but as a potential future buyer of your pre-release project I would like to see more variety in the puzzles. Maybe I should have added parallel activities for the characters or interdependent actions when solving puzzles, as on the first playthrough I passed separately by each character to the end and the last character had no problem stomping to the finish line alone. Only after the final credits, where the graves of the liquidators were depicted, I felt nasty as if I were one of the Soviet officials who sacrificed people as expendable material just to please Mr. Gorbachev. And on the second playthrough I tried to save the lives of more liquidators by performing actions in parallel.
Maybe to enhance the effect on the final credits it would be worth showing the player the names of the liquidators, which he killed, to add weight to the previously taken actions. It might also be worthwhile, as in the old version of the game "Doom", to change the liquidator's icon when the radiation level changes, so that the player would also empathize with each character. st,small,507x507-pad,600x600,f8f8f8.jpg st,small,507x507-pad,600x600,f8f8f8.u1.jpg
Since my English is very bad, I translated through a translator and the text above did not want to offend you or bring a negative. I think you have done an excellent job of revealing and presenting the topic well. I hope you will not abandon the project, finalize and release it on PC or mobile platforms. All the best, thanks for the gaming experience!
An interesting combination of Teardown-like game destruction mechanics and horror elements. Imho, hand-designing the levels with added points of interest would have added depth, and you could have generated more game situations in a smaller space. It also seemed like the timer starts when you start the project right away, which doesn't give the player time to read the rules, but I could be wrong. Either way, a lot of effort was expended in a short amount of time, good job!
I do not know intentionally or accidentally you made the Valkyrie character on the playing field similar to the main character from Hyper Light Drifter, but for this you special respect)
Безымянный1.png
Overall, the game feels like an Into The Breach game in real time. The idea itself is interesting and the swift decision making feels exciting. But at the same time with the increase in opponents only using the pause can plan moves, as purely physically did not have time to do the management. The result of this in one of the sessions was catch-up, where I just ran away in a panic nurse with one life, from time to time once every 10 moves firing or heal. Still lost) It also seems to me that you can still diversify the patterns of behavior of opponents to avoid such a run, such as units that run to the end of the line.
Безымянный.png
Wrap from one end of the row to the other was a cool game design decision, but I think it makes sense to leave the active cell in the same line rather than going higher/lower, which will save players time.
Безымянный4.png Безымянный5.png
I encountered one bug where a zombie was standing at the edge and wouldn't move, even when I was standing next to him and he was pointing to the square where he would go next.
Безымянный2.png
Not sure about the feedback on the next suggestion, as I may not have figured out how to take advantage of it. Outside of the location, there are several cells at the bottom with an attention point that you can't get to in any way, but the color palette shows the opposite, that you can get to it to get bonuses.
Безымянный3.png
As with the other participants, I will warn you that my English is terrible and I didn't want you to think I was thinking in any bad way. I really enjoyed playing and the twenty minutes flew by like the blink of an eye. I realize that my feedback seems like a review for a full game rather than a prototype for a jam, but I sincerely wish you would bring your project to a release game on other platforms. All the best!
Very atmospheric assembly and garbage disposal. Shaders, sounds, atmosphere, everything is calibrated to the millimeters. At a certain point I forgot that this project was made for jam and started looking for something to latch onto. 4 things that keep me from giving it a 6 out of 5, but only a 5 out of 5 =)
1) Shifting the opening credits to the top, maybe I should have centered them 2) Pivot for rotation on interactive objects is done on the pickup point, maybe should have been done on the center of the model 3) On the first playthrough, looked for the flying ship and did not notice the arrival of the second, and ended up hanging out in a dumpster without giving a friend the opportunity to help me Безымянный.png 4) The part of the game where you have to sort the trash into 4 garbage cans. Maybe you should close them when you fill 7 out of 7.
My English is terrible and I hope it's clear from the text above that the game turned out very cool, and the points above are little things to consider when you decide to make a full game out of it. I sincerely hope to see your project on the steem after a while. Good luck!
Part 1
Let me say right away that the feedback below is not negative, I really liked the project, I spent a little over an hour in it, so I wish you would improve it and release it as a full game. My English is very bad, so I translated at DeepL to make the feedback as informative as possible. The review is based on getting through 2 game days (~35 waves), so I could not get through to the end of the project.
Certainly the visuals, gameplay cycle, revealing the theme at the top, I think this has been written about before me. The game gets ranks of 5 everywhere.
I think in a game like this, it makes sense to do a "pre-purchase" upgrade, as is done, for example, in the game "Legion TD 2": the player presses "L.Shift" and clicks on the upgrade that he wants to buy in advance, so that instantly it is acquired when the coins accumulate. This is due to the fact that later waves physically do not have enough time to pump through all the tabs. Безымянный4.png Безымянный5.png
There are a lot of issues with the game design:
1) Some waves do not give out coins for killed opponents, which hurts the economy and does not allow you to level up. There is a feeling that this is more of a bug than a game-designer's solution, that the prefab of a particular enemy or a particular wave does not issue coins.
2) Range upgrade. After a certain stage of pumping this item the player does not see the result of this pumping visually. Maybe it makes sense to zoom out the camera after each pumping and, together with the radius move spun enemies to the edges of the radius, which together will allow the player to assess the situation and make more accurate decisions in pumping.
3) There is no tower regeneration improvement in the global progression. Although all other items are present. Might make sense to either remove the whole category at all, leaving only the basic improvement turret, or add the regeneration also to all.
4) Difficulty curve. Had the feeling that the developer has deliberately made 15, 18 and 20 waves overcomplicated, to stretch the gameplay. This opinion was based on the fact that their passage had to spend many times more resources than the later waves. Plus, it sometimes happened that on the second passage of the enemies killed the tower, even if previously this wave passed without any problems, which leads the player to think that sometimes there is no correlation between improving and passing a wave.
5) The balance of unused crystals is not saved when you pass the game again, which also hurts the economy. With gameplay like this, every crystal can affect success.
6) Improvement of the total number of lives. It seems to me that it might make sense to raise new lives to the maximum at once, rather than just mathematically increasing that threshold. This would give an extra gameplay cycle where the player is not just scrambling to pump, but waiting for the lives to drop to the minimum to use the pump as a first aid kit.
7) When opponents are close to the tower, the probability of losing increases exponentially. Maybe I should have added some melee attack/defense types.
8) I'm not entirely sure about this point. I got the impression that the opponents keep attacking at close range all the time until the tower itself is destroyed. If this is the case, it might make sense to make it so that the enemy is destroyed and deals fixed damage once, as is done in most tower defense games.
9) The player does not affect the extraction of crystals. Maybe it makes sense to add pumping the mine itself and the workers who mine the crystals to add an alternative improvement, where the player wins not at the expense of the reaction of clicks, but economically through the global progress.
Part 2
Bugs: 1) At some points in the AOE tab, the improvement is not highlighted as active, even if there are enough coins for it.
2) After improving lives to 100+, each upgrade does not increase by 0.25, but by 2. Either something in the code after 100 starts working wrong, or the UI does not show the change in the upgrade step.
3) After the onset of defeat remains possible to improve the tower, though the usefulness of this zero (a minor flaw).
4) Rockets after the onset of damage continue to shoot and loops in the firing, a sort of round of rockets to an unkillable target (a minor flaw).
Suggestions:
1) Controversial point. Saving the speed of the game on the second playthrough. Caught myself in a bit of a rut to have to switch speed to x4 on restart.
2) Ability to edit sound volume or/and a button to turn it off. After a long stretch of time I had to use a tab in my browser to mute the sound so at x4 speed it was starting to get distracting.
3) If you decide to continue to do the project and the vector of development will not be in the direction of hyperkazualnyh games, it may make sense to give between waves of the player himself also run on the location, where there will be points of interest. Then the project through the gameplay cycle will resemble the game "Protolife" https://store.steampowered.com/app/809440/Protolife/, a prototype of which was made by the way on Ludum Dare 38. ss_0b572098f25202e0d49f8357abae6329a8191cdd.1920x1080.jpg
General summary.
You have a very addictive and interesting project. You covered the topic well. I wish all the best and would like to see it developed. I understand that some people don't have time to do anything in that amount of time, and here is a whole interesting game. Probably because I liked the game so much, I wrote so much not as a developer, but as a potential future buyer of your game. Again, I really liked the game and I wouldn't want my feedback to cause you any negativity, you're very good, keep it up. Good luck!
On a personal level, this project plays like a mix of the "Luftrausers" and "Katana Zero" games. The first is based on the behavior of the opponents, and the second on bullet time. To this already good recipe add rogue-lite elements and get addictive gameplay on the background with stylish music, which draws replay again and again in it.
I honestly don't understand how people manage to do in 72 hours everything so well and holistically, the project is so polished that there are no controversial moments, even if I wanted to pick on it.
You are very cool! I wish you wouldn't leave the project at the prototype stage and bring it up to a full blown project. Very interesting which vector for the project you'll choose and which game design decisions you'll make. Will it be an emphasis on rhythm, like in the "BPM" game? Or will you go deeper into the direction of roguelikes? Or something completely different? I don't know, but I wish you all the best, thanks for the gaming experience!
8UJH.gif
Very interesting disclosure of the theme and design. The mix of wordle, tetris and rogue-lite pumping mechanics plays dynamically. I realized for myself how bad my English is and how many words I still don't know. Also, it was funny when the future word "BACK" originally came out as "KBAC", which in Russian means "kvass" (such a drink) and for a few seconds could not stand still and could not understand why it does not disappear. On the second level, ran into a bug when one word layered on top of another and could not make out what is what (I attached a screenshot) Decrypt.png I think I'm not the first who reported that only in full screen mode works fine moving letters. Thanks for the gaming experience, I hope you will not abandon this prototype and after some time it will be possible to see it on mobile platforms.
p.s I think the difficulty curve should be made more casual, for example, in the first levels of 3-4 letters, so the player could get used to and get used to the mechanics
Good luck to you!
Great revealing of a topic when you have nothing to offer to add or take away. I wouldn't say I don't play a lot of indie games, but this is the first time I've seen active use of repulsion mechanics. In your project everything looks concise, the theme is more than disclosed, the visual and sound design succinctly organically fit into the gameplay. Everything is in its place, the level design is impeccable. An excellent example of when you can deepen one game mechanic in the project, rather than multiply a lot of unnecessary ones. This jam showed how many interesting and versatile ideas can emerge and I hope you'll continue to make this project after the jam to see it in the future on Steam or another store. Good luck!
Once again, I am convinced that even one mechanics within the same jam, each developer sees differently. I appreciated the project and naturally, as to the prototype there can be no questions, deserved an A grade.
Let's imagine that this game was not made 72 hours and it is a demo version of the project, which is done long ago. Therefore, I, as a potential buyer would like to make a couple of suggestions.
It seems to me the current 10 second limit is not enough to collect an order of 4 items. This is influenced by several factors: 1) The shipping area itself is small for so many boxes. At first you don't notice it, but when you get more new machines, you start rushing between zones and accuracy is out of the question 2) If you ignore the first point, there is no help for the player, such as magnetization to a particular zone or sorting into cells, so that the boxes were not in a chaotic order, and the structure.
Also, when every second counts, pointing at the mechanism to see how it works takes considerable time. Maybe it made sense to keep the tutorial always on the right side, so that the player could focus only on the work area and keep his peripheral vision on the orders and the tutorial.
And the last thing I would like to suggest is sending orders. It was a very cool gameplay solution to be able to sell several in a row, but maybe it was worth extending this feature to all orders rather than consecutive ones? For example, I realize that I don't have enough reaction to put together a complex order and I'll sell at least some of the list to buy myself a little more time.
Let me tell you right away that I write feedback to projects through an interpreter, so I apologize if the feedback was negative. I really liked the project, great hitting the theme and mechanics opens up the desire to replay over and over again in order to beat his own record. Did not manage to score more than 17k, but these 40 minutes I spent with pleasure. Thanks for the user experience, hope the project grows into something more, good luck!
It does not allow me to vote unfortunately. Interesting opening of the topic and good application of game patterns. I think with this gameplay, you should add save points so that the player will retain some progress in spite of failure. Also, in my humble opinion, it is not necessary to repeat consecutively the same game pattern as in view of the features of the level design, I was 20 seconds just standing at the start after dying on spikes at a time with low gravity, that is, a total of I spent just under 30 seconds of inactivity, waiting for a new pattern because I could not jump on the very first platform. At the beginning encountered a bug exit outside the location, which did not allow without a reboot to continue the game experience. I apologize for my terrible English and I hope you did not take my words above negatively. I sincerely wish you don't scrap the idea, polish it and release it on the same mobile platforms. Good luck!
@aqua-coder Безымянный.png
It is very difficult to consider this project as a prototype for a jam, as it is already a complete small game. A lot of work has been done, you are very good.
On the final credits at the end of the third stage I wondered why so little and want more!
By the visual design is not that there are no complaints, rather a question, how did you manage to do in such a short time such beauty? I envy the one who was responsible for the design of the project.
On the gameplay parallels with "mu cartographer" and "in other waters". I can not call myself a connoisseur of text/interface games, but the project fell into my heart and I completely penetrated into the world of the game. I would describe the project with the oxymoron "dynamic statics", when instead of the general atmosphere you start to empathize with the main character and let the story go through you.
In addition to the visuals, I would like to note the sound design, the speech of the dispatcher is made very authentically and complements the immersion in the project well.
For convenience, I should have added an alternative control on the arrow and space bar, but it is probably a personal quibble, which does not interfere with the gameplay.
Maybe it was worth working with the design of the text to make it even more (where else?) Immersed in the world of the game. And maybe to better disclose the topic should have added 10 seconds to make a decision, but rather a trifle than something significant.
I would like to see the project developed and not abandoned by the developers. A great job done. You are tremendous good job! As in other cool projects, I apologize for my terrible English, using a translator and in no way meant to sow negativity. Good luck!