Nuclear Arms 2: Garbage Day by Logicon 2015-12-15T04:22:00
Cool art, nice sounds, like the style of the game. Great work guys!
Foon → Ludum Dare Explorer → Users → iovorobiev
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Lightkeeper | compo | 20 | 4.09 | 3.76 | 3.67 | 4.26 | 4.11 | 3.50 | 3.06 | 4.17 | ||
| 2025 | 58 | Collector | Paper Fishing | compo | 55 | 3.69 | 3.50 | 3.10 | 4.06 | 3.41 | 3.59 | 3.31 | 3.68 | ||
| 2025 | 57 | Depths | Doomscrolling | compo | 201 | 3.27 | 2.97 | 3.68 | 3.88 | 3.40 | 3.19 | 3.18 | |||
| 2024 | 56 | Tiny Creatures | Tiny Inc. Repair Shop | compo | 40 | 4.05 | 3.92 | 3.97 | 4.38 | 3.93 | 3.59 | 4.17 | 4.05 | ||
| 2021 | 48 | Deeper and deeper | The Descent | compo | 552 | 3.32 | 3.24 | 3.34 | 3.61 | 3.66 | 2.87 | 3.33 | |||
| 2017 | 40 | The more you have, the worse it is | 👥 | Caravan | jam | 545 | 3.47 | 3.22 | 3.15 | 3.90 | 2.97 | 3.45 | 3.31 | 3.84 | |
| 2017 | 39 | Running out of Power | 👥 | BRAINZ ARE POWER | jam | 517 | 3.21 | 3.14 | 3.03 | 3.10 | 2.96 | 3.03 | 3.25 | 3.00 | |
| 2016 | 37 | One room | Throne fight | jam | 10 | ||||||||||
| 2015 | 34 | Two Button Controls / Growing | Singapore Christmas | jam | 1037 | 2.59 | 2.33 | 3.00 | 3.14 | 2.37 | 2.50 | 2.15 | 61 |
Cool art, nice sounds, like the style of the game. Great work guys!
Graphics is so cool, like it!
so exciting gameplay! Really like this game.
Love this gameplay:) But, I guess, you need increase speed with time to make it more hardcore. Good job!
wow wow, it's awesome!
Nice work, guys! Like your graphics:)
Wow this one is really great! Gameplay is so amazing!!! Very nice work, like it, man!
Is there only one question that I need to answer yes?:)
Logicon, balls spawn only if a temperature is positive!
mnill, this feature coming soon, now there is no this option
good work guys! Idea is very cool
good work, very funny! Will be great if you make it a bit harder:)
Interesting mechanics
you've really played with my emotions! You created a great and intense experience, I wish I could play it in VR! Should be awesome
Awesome game! Love the idea of showing life as the light around the character.
Graphics is awesome but I wish there were more things to do. And also, it seems that the plain most of the time goes down. Feels a bit weird for pilot :)
Nice gameplay, but I didn't get what to do when mana is over. I just cannot do anything except avoid enemy attacks infinitely, until I decide to suicide. Maybe it is better just finish the game when mana is over?
Awesome entry! Love the multiple types of the enemies with different strategies. Graphics is very nice as well.
Awesome graphics and sound. Controls felt very good
Love the atmosphere in the game. You've created awesome experience!
I love everything in this game: art, sound, main character :) It was not very clear how to play first, but when I got it it became super interesting!
I love your graphic style, it is awesome! :) The idea seems very nice, it is interesting to manage multiple resources to reach the goal. I wish you had more time to make it a bit more difficult, but other than that I like it!
Awesome idea! Like the concept very much :)
Hey guys, if you are still here, I've rebalanced the game a bit and updated version. It is still very hard, but now it is really possible to win, I did it multiple times :) Thank you all for your feedback!
@sidewalksleeper Thanks for your feedback, I am really sure I will reuse these mechanics with text quests in one of my games, it feels like a good meta-gameplay. Please try the new, rebalanced version :)
@richard-sage Noted your point, it is really helpful. Updated the game with slower food consumption and started to win more often. Please give it a try (I've uploaded as easier version)
@huvaakoodia wow, thanks for so detailed review! Really appreciate it!
Great entry! It was very interesting and I completed the game. Puzzles are not very difficult but still force you to think, which makes the game relaxing and entertaining
Love graphics and music a lot. However, it is a bit weird that after death your character continues to move if you still hold the button. Died a thousand times because of it :)
Like the graphics, sounds and snow theme :)
It's interesting how the most irritating experience of modern mobile gaming can become such a fun game :) Great work!
Completed in 25 minutes! Damn "myself" was a hard challenge!
Also not sure how I feel about the fact the heart is much more challenging to fight than brain.
The visuals are great and the music is catchy. Especially the music on the last boss just keeps playing in my head. I can't believe this is a compo entry and was created in 48 hours with all its content. That's a lot of content, it is a finished game actually. Great great great job!
I like the innovative fighting mechanic. The thing that was a bit off to me is the corridors on the first level - they were just too long and too straight. The other thing is the second level with bunch of portals. It seemed that I was supposed to have a choice, but didn't have any.
But this is just nitpicking, I can't express how surprised I am that this whole deep experience was built in just 48 hours!
Very addictive and simple! Played like ten times or so, and want to see it on my mobile it is a great idea for a hypercasual mobile game.
Really like it. It took me some time to understand that the silhouette in the middle is a silhouette of a human, but when I recognized it liked it a lot!
Great job overall!
I love the entry: the visual is good, the idea is nice. I especially like how you placed controlls to the right: very convenient.
To me the scrolling works a bit frustrating: first 90% of the game I am spending in the bottom of the screen, waiting for it to scroll one more line down, and then accidentally I can't place a piece nowhere on the board and just watch how the game slowly ends. There will be much more dynamics if the screen will scroll right when the player puts the block in the bottom of the screen. But this is nothing given how well the game is polished.
Very well done! Can't wait for post mortem!
Hey @lisyarus thank you so much for the feedback! I'll try to make the linux build (or/and the web one) as soon as possible :)
@tjm Thanks so much for your feedback! I added a move limit just to have some ending in the game. Thought having a natural boredom as only limitation would be not that fun.
Unfortunately I didn't have time to add any smart progression, had to do as many shortcuts as I could to finish at least something. So each level is a new labirinth randomly generated with the same rules.
I hope next time I will be able to manage my time better :)
It is very impressive that you built it all in just 48 hours. I can't even say anything about a balance! You did so huge amount of work that I would complain you used time machine if it was also perfectly balanced :) Definitely awesome entry, great job!
Wow, that was a wonderful experience, not only fitting the theme, but also extending it in a surprising way!
Great entry. I like the aesthetics a lot: very simple but also beautiful.
It was not very clear from the beginning what should I do, so I just thought it is a medititative game, but then I accidentally won :) Probably should've read the description first!
Overall, I think the game would benefit with the good tutorial, but I understand that the timing is super harsh on compo, so great job overall!
Very nice little game! It looks finished and most importantly very fun to play. I like the different bonuses around, the graphics is very cute also :)
Fun gameplay! First I thought that I just need to press down and immediately died, haha.
Very nice pixelart!
Nice little game! It was a bit short, I wanted to dig deeper and continue upgrading, but I understand how harsh is the timing usually. One thing you could've added is some end-game item very deep in the ground which you can find only if you spend 4 tanks of fuel. I really wanted to find such a thing once I bought all the upgrades! :)
Love the birds chirping sound and all the sounds actually :) Graphics is nice and the game is challenging. Finished in 8 minutes!
Like the music a lot and how you drew fish :) Would be nice to see more items in a shop or at least a "You win" sign once everything is bought
Like the music a lot. Also a nice balance between energy, health and light. Didn't realize first that I need to kill other fish, but once I did the game became much more fun! :)
GTA in the underwater world :D I won! That was unexpected! Increadible amount of work in such a short period of time. Great job!
That's what I call pixel art done right: minimum pixels and maximum expression. Love the red eyes of the wolf gazing at you from behind the trees - really creepy.
Managed to complete the game in a few runs - perfect amount of gameplay for the game jam. Thanks for it!
Very well done! The game looks finished and polished. Special thanks for the music, it is just wonderful! Like the way you did menu as well
Nicely done with sounds and graphics!
I played a bit, and even though it is fun to venture diving into the jungle I didn't understand what should I as a player do? It feels like the game plays itself and I only press the button to read the next part of a story. The only decision I make is what tile to explore next, but there is no knowledge I can apply to understand which tile I should choose.
I like that there is no player on a map, it creates a sort of first person exploration feeling.
Overall, certainly a great jam entry!
P.S. Also a nitpick: when I read "Hunger +6" it feels that I am getting more hungry, however in the game it is quite opposite :)
Love the mood that game creates! Great job!
The game looks polished and the visuals are beatiful. Great job adding different enemy types, it is getting more and more challenging over time.
The controls are intuitive, so almost no tutorial is needed for the game, which is an advantage of course.
I think the fact we go up right in the isometric space didn't create a feeling of going deep into the graveyard, rather I felt like I am escaping it for some reason. I think rotating the direction would benefit the theme more: so if the player goes down and right it would feel like the player goes deeper and deeper into something.
I love the game, think it is worth to continue working on it and bring it on mobile!
Like the art and sound so much ♥️ So nice that you included the tutorial in the game.
I couldn't reach the places behind the triangle obstacles, I did it only once and accidentally. It would be nice to have a bit more control over the tongue and still have randomness to keep it fun.
You did a great job overall!
The game is so cozy, that I didn't even want to interact with the creatures much, just watched them living their happy life on a paradise island.
Thanks for the experience!
Loved it! Enjoyed the humor and cuteness of the creatures:) music also added to the mood.
Thanks so much @hacksawunit for the detailed feedback, I am so happy you enjoyed the mood of the game and finished it :)
Just for me to digest some learnings: did all puzzles seem broken or some of them? When you solved the puzzles did it feel that you understood the solution or was it like "I don't know why, but it worked"?
Love the game! Feels very chill at the beginning and ramps up quickly. Reminds me of old alawar shareware games
Very satisfying :)
Love how this game does more with minimum.
Very nice art style, the creatures are cute, and the gameplay is easy to understand.
I wish I didn't need to kill these cute creatures in the end! Would be nice to have alternative ending :)
very cute veggies and scarecrow
Very nice looking entry! Great job for 48 hours. I really enjoyed the visual aesthetics, the sound contributed as well. Loved that soundtrack is a bit fast pacing instead of gloomy, so it makes me want to make decisions faster.
Some constructive feedback:
It's a great variant of a poker style of game, but to make it click it might be useful to think why poker works. Poker works because you can estimate probability of certain combinations in your hand and in the hand of the opponent and probability of opponent having a better/worse combination with you. It might be super helpful to expose how many of which type of bugs are there in the deck and how likely it is that the opponent will have a better combination. E.g. if I know that there are only two types of certain bugs in the deck and I have both, I'll likely to bet more.
But anyways, I had fun, thanks for the entry!
Great entry, especially given this is your first LD! It would've been nice to see animations on the background and maybe some power-ups / healing items on the level, as I found it the safest to just shoot from the wall. Other than that, great entry overall!
Love the art and simplicity! It would've been nice if timer was ticking backwards, so that the game finishes when the player reaches the end and not when they decide it was enough bugs eaten :) And then you could finish the game with a loud burp sound once the timer finishes
Very beautiful comic in the beginning! It took some time for me to realize what exactly do I need to do to make the cat angry but when I got it, had lots of fun!
@gsoutz @gdman @troloze @soloadventurergames @tasakasama sorry folks, created the page late at night and indeed forgot to move the game out of draft state. It should be available now.
@grid96 the win condition is to reach level of stress 0. Stress 100 means you rage quit and reboot the device, which leads to the OS update(although the game doesn't show it well:))
This game is really juicy! Love the effects, the sfx. Awesome that it is immediately understandable how to play it without any tutorial needed.
It was a bit not convenient to play with a mouse, but I'll definitely try on mobile.
Great entry! I really enjoyed walking the maze and it was indeed scary. The ambient was fantastic, very creepy, the monster was scary.
There was only one thing that seemed a bit annoying: sometimes monster spawns in front of you and then right behind you. It's hard to notice (although the sound changes), but then you get killed from behind and have to start over. Thanks for keeping the key after death though, it felt much better waking up with it. Apart from that I spent really nice time, thanks for the experience!
I love this! Mechanics with focus is really fun, clear and easy to grasp. The point-a-click part was done clever, and although I usually have problems with discovering what to click in such games, but didn't have it in this one.
I wish there were more levels, I'd definitely play this if this was a full game. Thanks for the experience!
Loved the puzzles, always enjoy kind of "escape room" games! What I like specifically about this entry is vibe and how art and narrative play together (both weird in a good way and bright).
There was a small bug with the bathyscaphe control panel, but apart from that I had fantastic experience :)
Love that it is so simple, yet so fun still. Reminds me a bit of old yetisports flash games which I spent a bit too much time in tbh :)
Love the post-processing, ambient and horror aesthetic overall. I also liked that the character is moving between the rooms with only one keypress this helps to focus on what's happening on the screen, instead of being annoyed by the fact that you need to walk.
I think puzzle/adventure game would suite this aesthetic as well. E.g. instead of fighting your parents, the player might've needed to find specific item to release them (maybe a bone of father, tears of mother, etc.) which is behind a small easy solvable puzzle.
The game is really well polished, looks extraordinary stylish and music is dope! The whole thing is very addictive, great job!
Love the music, really brings some meditative vibe!
If this is your first compo, it's great result. You managed to get core gameplay loop, create art, add nice visual effects (love particles around black holes!), animation for the ship, recoil mechanic and the whole upgrade system , that's a lot!
LD is a lot about focus and prioritization (you might've seen I am not great at it myself haha) but what I would've done different is focusing on polishing the main gameplay loop such as ship control, obstacles + enemies, etc. and secondary on upgrades (only if time left). Upgrades without decent core gameplay don't make much sense, even if it is neatly done.
Congratulations with a decent result anyway, waiting to see your games for the next LDs!
Great job with this one! The game looks athmospheric, it gives some retro vibes, like from the old arcade machines. The depths are nicely implemented, it feels like I am somewhere in the depths. I love the fact that missile explodes and can hit myself - this brings some depth into how the player controls the submarine.
One thing I think could've done better is the core gameplay loop. It doesn't feel like upgrades matter much, and this is because core gameplay loop doesn't bring much challenge and at the same time the challenge doesn't increase. What I would've changed here is the control of the submarine: maybe it's more inert, or is not directly controlled by WASD or there are more enemies and obstacles the player must evade.
Wow, you getting all 5 stars out of me, I just don't know what to add here. This is definitely my favorite one in the jam so far, definitely saving to play more later!
First I was thinking "poor wizard has to go and put things back on the shelves" but towards the middle I started hating him!
@plastus, thanks so much for your feedback, I am really glad you liked the sounds, it was also fun creating them! I am so sorry you couldn't finish the game, unfortunately there was a bug with a fish spawner, which prevented the fishes you can use as bait to spawn towards the end of the game.
I fixed the bug now, so in case you have this itching feeling to complete your paper fish collection for some reason you are very welcome to play again!
@dhim thanks so much for your feedback, really appreciate it!
Thanks so much for your feedback @zidan-banan !
Yeah, I only thought about diagram after I published the game and now I think it will be unfair to improve the game beyond bugfixing.
This is a lesson for my future LDs though!
I played it on stream, but due to a timelimit I had to stop at season 1. I played it offstream now and finished it and I think the more I played the more I enjoyed. I want a different difficulty level now to put a bit more effort into my strategy, make thematic rooms (I only realised I can do this in season 3 or 4) and see how many points I can get. Want to start a new game + :)
The game is incredibly smooth and pleasant to play, everything from sound to graphics - well done. I wish I had this game on my mobile or switch so I can chill with it in my bed :)
Played the game on stream, but due to time limit didn't complete it. I played it off stream now, and completed it. I really liked the atmosphere, it reminded me of the first Amnesia games, or even penumbra before that. I had to die multiple times, until I just decided to find all the pieces, bring it towards the desk and put it together all at the same time. This worked :)
Really enjoyed this one!
Screenshot 2025-10-10 230853.png
I played this one on stream, but due to a time limit couldn't finish it. I finished it now, and it was awesome experience, especially while tired after the stream. I mentioned on the stream I'm afraid the game will become boring once you wait for enough fish for the next upgrade, I think the game is very well tuned to avoid that. At first it is just fun to explore and talk with NPCs while the fish counter is incrementing, and then the speed of fish production is so quick you don't need to wait much. One thing I wish is to be able to fish from any place close to water to just do something while I am waiting. Other then that the level of polishing in this game is superb: everything is good, graphics, audio and balance. Thanks for the experience!
Hey! I played your game on the stream, and now I am back to rate it. I just noticed the game is written in C which for me would be a huge challenge in itself, so kudos for that!
When I replayed it off stream I didn't have bugs (as usual right, live demos never work) and was able to end shifts. I saw there are stats in the end that show you how many people are happy, etc.
I think it would've been awesome if the game shown whether the person is happy with the rebooked ticket or not (even just a text above their head would work).
Other than that, as I mentioned on the stream: the main part of this game is to bring the power to the person sitting at the screen to decide the destiny of people, and this game gives it, so great job with focusing on the right thing and finishing the game in time.
I hope to play more of your games in future, and now I am super curious about what else could be built in 48 hours using C language!
I love the game and a fresh take on minesweeper mechanic (I love minesweeper as is, but with guns it's even cooler). The artstyle looks nice and thanks for the ambience on the background - even though it's cheap to add it brings a great deal of atmosphere to the game.
It felt there is a decent amount of content in the game as well - multiple enemies, multiple weapons and even multiple types of items, it was engaging to explore the map to fish for new items.
I assume the day/night mechanic was supposed to reveal / hide empty tiles, right? Not sure how it would impact the gameplay, but tbh the game feels nice as is (although the tweak might've worked if there were multiple levels to give variety).
I guess the only thing that was a bit annoying is the controls: I once accidentally dropped powerful weapon when I wanted to shoot and TBH three clicks per shot (weapon -> shoot button -> enemy) is a bit too much, especially when you need to do it e.g. 10 times.
It is very well done entry for compo, I had great fun playing it!
That was definitely an experience!
I think the surrealism of the situation together with the level of graphic for mostly text-based gameplay created the atmosphere that makes the game.
I also appreciate writing in the game, the level of psychological depth is 10/10.
A small note on the gameplay: the different approaches work when player has control over them. E.g. if I could've done something to improve my chances in certain dialog options, I'd prefer a certain strategy and started to use a certain approach. In this game this was mostly a game of numbers for me: choose whatever has higher chance of success (which is not much of a challenge). In most cases I had only one option to choose, I guess in such cases it might be better to just continue dialog, without requiring the user's input.
However I understand that this might've been the idea as well: you can't really control anything when you are dealing with a dictator.
Now I am super curious what were your intentions with the game :)
I am sad there are 3 treats left that the doggo couldn't find :(
Screenshot 2025-10-06 171449.png
I also had a weird feeling that I want the doggo to become bigger when it eats treats, I guess the sound hinted towards it :)
Very well done, the art, sounds, narrative, animations all looks very well polished and works together. The game has a decent length and is easy enough to beat, also gives a sane amount of options to think a bit.
I appreciate the fact the game is not hardcore as hell and allows enough space for mistakes (which is extremely difficult to arrange in 48 hours, so great job on that!). It is also immediately obvious how to play without complex tutorial.
Now, I see the great deal of work, and I am 100% sure there were tons of mechanics left behind the scene, so take my recommendations here with a grain of salt. Here are some suggestions on how to improve the actual deck building mechanics:
It seems the humans of the same professions work well within the profession, so if I collect builders I ignore doctors completely. Different professions are different only in name (or at least I didn't encounter unique members of the profession). So it would've been nice:
- If there was a cross-prof cards (e.g. doctor that improves efficiency of all workaholics or "teacher" that converts a card to a certain profession). - If there was a unique playstyle for each profession (e.g. office workers allow you to change/swap cards, doctors improve efficiency of other cards, builders produce "constructions" giving additional value etc.) Having unique strategy for each type of cards could also provide a synergy between types.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
The game is beautiful, really love the artstyle!
It is nice to have balls indicating overall progression towards the goal and at the same time serving as difficulty curve (e.g. the fewer balls the more difficult it is to capture one).
Upgrades add a bit of variety which I like, however I didn't understand whether it is bound to the ball color or it is completely random? It seems it is random, however it feels that if it was bound to the ball color it could've generate a certain level of strategy in the game (e.g. leaving the ones that increase speed to the end, so that the claw moves faster towards the farther corners).
One last thing I wish the game had is the shadow of the claw inside the cage, not outside it, as at the moment it is difficult to understand which point on the floor it will capture.
Screenshot 2025-10-06 144708.png
Nicely scoped entry!
It took me some time to get it, but when I did, I had quite a bit of fun playing it.
At first I played without sound and completely missed the signal indicator in the bottom and thought the goal of the game is maybe to evade humans and stay in the circle. Then I found the signal indicator but was thinking the circle is the zone I should stay in (you know, like in battle royal games). But then I accidentally went over it and realized it is not dangerous. After that I was able to play properly:)
I enjoyed the balance between staying on one place and become closer to the goal vs play safely but risk the timer. I like the animation of the screen of "the employer" and generally how the game looks. It is very fun to see how these annoying humans fall.
I'd love if the lives were restoring between levels, but maybe it'd make the game too easy. At the same time in this case maybe you can give less lives?
Really loved the change of pace in the last level, fun challenge!
Enjoyed the whole playthrough, well done!
@bobanko if you ran out during the battle it’s certain death unfortunately, you have to keep track of it and use fuel up signal (off/on/on) before it ends. Signals work in social encounters too, so you might want ignore what people ask and send a fuel up signal instead.
@marudziik I am able to consistently win :) I guess the main secret is in using signals, but some enemies are especially hard, I acknowledge that (e.g. fog has ability to increase fuel usage and this couple of times was the end for me as well).
Which night was the end for you?
@marudziik yes, there is randomness in spells you are offered. I wish I had more time to make all of them more balanced!
Thanks so much for playing the second time!
@purrseus thanks for playing!
Yeah, the only reason is if you are already super low on fuel (like 1 or 0) and high on sanity you might want to save this one fuel and spend sanity instead. 99% of cases you would want to use fuel.
I was thinking to do it for free, but didn't have time to make this adjustment
Love it! I had constant feeling that I missed a turn somewhere, but then I saw the guy in the end and was like "oh, hello!" :)
I love the idea, feels pretty unique for this jam! Visuals, audio and humor all work together very well and the progression feels nice with superheroes unlocking with every new level.
There are few technical problems I encountered here and there, and I wish I was able to revisit the newspaper, as it goes away and then I can't find it anywhere. But apart from that really enjoyed this, great job!
Nice spin on the checkers! Love the unusual take on the theme as well
Enjoyed playing it and really appreciate that it’s playable on my tablet :) Fantastic visuals and sounds.
It felt that I never have had enough time to fix my graveyard - I constantly needed faith to keep spawning more undead and all my time was spent between bells and a holy site.
It’s nice that the units are introduced gradually, I think an interesting idea to explore might be to give the player choice of bells to buy instead of upgrades to the parameters, letting them "build a party" during the game.
I also did and "almost card" roguelike about a lighthouse, only there you control lighthouse rather than navigating to it.
I love how progress is visible, as other comments noted and love how you can turn signals into other stuff, duplicate it, etc. The combos feel really nice.
Can't also not mention the art - the game looks and feels cool, absolutely love the low framerate animations.
On the constructive side: I constantly felt that I am lacking attack signals, because of that the game felt longer than it probably should be. It's like playing tank class in RPG: you can't kill anyone, but they also can't kill you. However I acknowledge that game balance is incredibly hard and delicate thing, and given the tight timeline you did great job with what you have here.
And a last thing: I wonder who is the player and what kind of signals they send to attack enemies? I wonder if the player is a ship and sending some kind of radiowaves, or are they another monster and attack with screams so that other enemies run away? I feel if you give this a spin some of the aesthetics might change depending on the narrative, deepening the atmosphere for the game.
I didn't immediately understand how to play, but once I did I got hooked! I wanted to share my results but when I saw numbers on screenshot, I decided not to :) It is meditative and chill experience, the game is well polished. In-game tutorial would help immensely here, it will be shame if someone drops the game because they didn't understand how to play!
Had the same issue as other players where I didn't understand what exactly I should do to pass the levels. I saw the comment about shield, but I don't understand how to activate it? I have skills upgraded, but don't see any button or interface that shield is active.
Despite that the game looks beautiful and the sounds are pleasant!