Asteroids by MianaGames 2017-08-01T16:51:40Z
Laconic and Solid. I like your idea to use thrusters at "Asteroids" to fit the theme. Yea and inertia is GOOD to show it :p
Foon → Ludum Dare Explorer → Users → Linver
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥇 | 2017 | 39 | Running out of Power | [Web] Apocalyptic Gamer | jam | 4.55 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2017 | 39 | Running out of Power | [Web] Apocalyptic Gamer | jam | Theme | 4.84 | |
| 🥈 | 2017 | 39 | Running out of Power | [Web] Apocalyptic Gamer | jam | Innovation | 4.75 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | [Web] Stealth Dance! | jam | 70 | 4.08 | 3.91 | 4.06 | 4.29 | 4.56 | 4.19 | 4.27 | 3.91 | |
| 2017 | 40 | The more you have, the worse it is | [Web] A Lot of Dead Space | jam | 94 | 3.97 | 3.85 | 4.26 | 4.07 | 4.30 | 4.09 | 4.12 | |||
| 2017 | 39 | Running out of Power | [Web] Apocalyptic Gamer | jam | 1 | 4.55 | 4.34 | 4.75 | 4.84 | 4.45 | 4.15 | ||||
| 2016 | 36 | Ancient Technology | Little God Academia | compo | |||||||||||
| 2016 | 35 | Shapeshift | Blood Moon | compo | 331 | 3.36 | 3.11 | 4.06 | 3.71 | 3.44 | 2.77 | 2.84 | 3.12 | 63 |
Laconic and Solid. I like your idea to use thrusters at "Asteroids" to fit the theme. Yea and inertia is GOOD to show it :p
GAME UPDATE: Fixed Z-sorting of the first Slime at Level 5 of WebGL build. Other builds were OK.
@razenpok Thank you for your huge feedback. I agree with your 5 ideas, but I don't like the idea to add other games, coz it will be VERY hard to play.
@igorsgames Oh, you really played our game A LOT! Thank you very much for controls suggestion - yes, it's a bad UX and I will not do this mistake in the future. @prettylucky Yes, a lot of my friends got stuck at Level 5 too. It looks like a game-blocker problem. So...
GAME UPDATE: Show a hint when you meet the first Smile.
@gamepopper Yes, it's a good idea if I will want to make the game harder. But really, I am wanting to make it more casual now :sweat_smile:
@ionthas @gagapete @drums @grandtheftmarmot @funkyhippo @ganbaregameskyle I like your like! It was very surprising after we made a puzzle at LD. You know, this combo usually doesn't work.
Wow! Thank you!
Really, I am very happy that you take good emotions from my game!
It's fun and dynamic when you understand that you must fastrun all levels. Shooting feels cool. Mood, music, and voiceover are awesome. But when I understand that the best strategy is pushing dashes only to HIT THEM WITH MY BRICKY FACE :grin: it lost some charm. I lost every time at Level 3 because I can't find enemies. Probably the marker to the closest enemy can solve it.
The core gameplay, art, and music are good, so I am wanting to play longer and to deal with new objects! :slight_smile: Yea, it's better to make small, but fun game than boring, so good job! It was unclear to me where I need to find the water at the first time - I tried to hit and to burn comets by my engine (it looks like I need to protect the planet from comets), then I tried to fly away and research all territory. And then, I have noticed that I have some water points. Hm. Then I looked your video and finally got the idea. So, the video really helps me.
Gameplay loop fully works. I like sprites of Bot-faces and characters. It has a lot of complicated entities to code them, but I did not find any bug.
I like the huge texts, but there are really A LOT of messages at the start. Anyway, I read them coz I can choose to don't read :D But then I understand that the game is simpler than it looks. There are only two problems: It' unclear that the object will receive the color of an upper color segment, and at some quests, I don't understand what the place to send the item.
I know, it was so small amount of time to make the game, but we need to spend more time to make our games easier to understand without a text. I really need too. xD
You are so brave and skilled enough team to make a story-based game at Ludum. I so love narrative games. Just take my respect. You are my heroes. I hope sometime in the future I can do something like it.
I am very sad that I should skip your game, coz it has some problems with frequency of game update on my PC :( And there is a crash if I try to press spacebar and mouse buttons... Screenshot_8.png
PS: Intro was the BEAUTIFULLEST!
It's fully working puzzle with some polished features (like highlighting of connected wires). I like to make puzzles at Ludum too, so take my respect.
I beat the game and went the portal, but it was messy and luck. :smile: I hate this VERY long range of magnetizing beam. It looks like the game just hit your face without any chance to escape when you don't see any rock. But yes, there are a feels of OVERCOMING and achievement when you beat it. The intro story is fun (It sets the high expectation), but the game is not connected with it very well. :cry:
60%, Mwuhaha! The game is catching - I played it for some times to get the score. The story is fun - I am working in gamedev and it's VERY realistic near the deadline :sweat_smile:. I don't understand how to use the second cup to optimize the loop, but I really want to do it. Is it possible? Probably, it will be easier to understand with an image of actions loop(with arrows and short labels) at the start.
Yes, I agree with other feedback: the idea is cool, I like to turn around to burn logs. I replayed your game 3 times - it means that it's really addictive. But it is so hard and so SAD that I can't catch logs at the high speed :cry: Maybe it will be cool to add rechargeable grenade, that can gather all logs in the area. And it will recharge as fast as your speed :)
@justinooncx Man, it's very funny fact, but we made the one game, REALLY :) I like this idea, of course!
Wow, it's a family work! It's so inspiring, good luck! Art is good styled and game loop is solid. For me, minimap is overpowered a bit to explode enemies at the far distance ^D
The game is addictive, it has very nice art and gameplay for the first time. But then it feels like the game punishes you for playing well when you must lose your long-snake-gnomies-tail.
I know how is hard to create a perfectly polished levels-based game, so you still get high ranks from me.
I like your idea of the "streamer simulator". Really, this idea can have a commercial success, because a lot of young people dreams to be a streamer\blogger.
But I have some small problems with your game build. It was really hard to start and hard to replay because one mistake is a loss. If a mistake will cause only removing of some friends (if later in the game - more friends will lose) it will make the game better, in my opinion.
Looks like my life, man.
...but without AppStore :D
The best part of your game is puzzle-like game design of levels. I was to think the order of gathering coins and it was a smart gameplay. The music between fight and land is well too. A lot of text and moving between rooms slow down the game a bit. Sometimes there was so many text that it went outside the screen :D I read it all.. all that I can see.
I heard somewere (GDC?) that it is a great practice to use less then 150 characters and less than 2-3 strings at an every text bubble in dialogs to reduse an amount of player's text skips. Probably, it will be helpfull for your next RPG games! :D
The game starts slowly, because you need to wait a lot, but than it becomes a real challange... dogsJPG.jpg ...challange to reach your bar table for these cute dogs :D
PS: It will be great to have a dogs counter in gui because it becomes challanging and funny with a time.
I like the possibility to make a nice music by myself by picking best instruments. My best score is 216 in two genres at the same time, but I am not sure that it's the best possible result. There is a possibility to make pretty music and it's very cool :v:
It's funny when all is wrong, but it becomes boring a bit to wait some minutes when the balance is found. I think that you can give extra points for finding a good balance and then change the proportion of "red" and "blue" guys to force the player change the balance.
I cann't load any game at simmer.io site with facing the infinite loading. I hope that it's a site problem and I will try to play your game tomorrow again.
11.png
The simmer.io site is still don't work for me. Probably it's because of Crimea sanctions. But I found and play your Windows build. It works!
I like the Humor in your game (Notes and sounds in the main menu are funny a lot too) and all camera effects are very effective for me.
Thanks for chicken gods, enemies missed a lot. For the other side it was very tricky to shout too. I don't find "survival" part of the game, but current fun idea can be polished into some kind of new "Worms". :smiley:
I have 64 bit browser already and played many other web games. I bet on blocked storage for "simmer.io". There is a hard time at my location because of USA sanctions and blocked by my government 19 millions IPs in tries to block Telegram... so it's a common thing to face broken sites. Never mind.
Your voxel art and animations are at a high level and a my main reason to play the game more to check them all. :thumbsup:
I spent a lot of time to understand the game rules.. (What buttons should I use for the mines? What I should do to get money? How to charge robots at the start? and etc) , but I did it finally. In my opinion, you will help your players very much even with a text description what buttons they should press to do the "right" things under the game.
Really, the main reason of my loses was a new bots at the top of screen :smile: (I missed a moment of their spawn, probably because I am playing without sound).
I like the rhythm feedback in your game (I mean these colored rings). I tried to do some rhythm games on game jams and I know that it's usually very hard to polish in a time restrictions. The feeling of speed is cool!
The idea of making two controlled modes of rhythm is a very good game-design move, in my opinion. But it was hard for me to switching between modes in a time with these rules without a big practice. I used different buttons pressing speed in my game, but it's not the perfect solution too.
It was a hard time before I understood how to look at abilites tooltips. (It will be nice to have a much smaller timer before poping - up them). The no difference between some characters on a timeline, so it mess planning a bit, but it's OK for LD game. But I like the art and the game overall (and put you high scores).
Thank all you for the feedback! I changed a text hint on the floor to make clear how the red dance work. I change it because it made the game unplayable for some players.
Was: Was.png
Now: Now.png
Everyone thanks for playing and feedback! The game of @littlestone-games is commented by me just a moment ago. Next games are in progress. :smile:
@moski - There are 4 soundtracks and we worked hardly to mix them nicely. I and my friends have a small lag before music start playing (about 2 seconds), but it did not broke the game before this moment. I think that we should try another way of music compression and loading.
@moski oh man, you have saved my day! I did not even think about this stuff. I disabled "auto-play check box" just a moment ago. Really, it will not change anything at this moment, but I will much clever at the next time. Thank you! :thumbsup:
@tayfun thank you for a try to help!
Done: @poio, Next "In danger" games in a queue: tgiant, tayfun, Other next games in a queue: moski, angela-he
@tgiant, @tayfun, angela-he, moski Thank you for help! I checked your games too, as I have promised.
@angela-he, @moski You are cool ludumers to know and looking for good moves to repeat and learn :D
@triastase Thank you! It was a "by design" idea to teach the player to avoid boss-tiles with a level-design. The mistakes were the boss message and previous tiles learning, I think.
@niterich Yes, I like very much your ideas about improving clicks feedback! Probably, I should learn English more before trying to write jokes :laughing:
This is a Compo game? Oh my goodness!
After playing your masterpiece I got that I do not know how to make games at all. I am able to say that it fitted the theme very lightly, but these words cost absolutely nothing in a face of this work. It have so polished UI and effects that people will spend years to reach it. Do it more and make people happy, because you can :clap:
I'm glad to see your art at the one more ludum dare :thumbsup:
After the scrolling this wall of messages I got that my notes will not be news for you. It feels not fair sometimes because of not polished physics engine and a lot of ways to die in a one move. I follow the ideas to make the possibility to see the whole level from the start and making 3 lives before restart or re-balancing damage from holes and some monster damage.
At overall, you made a well-mixed, nice looking, inspirational game. I think, that amount of interesting feedback is a possible way to check how game is cool. You got it a lot :D
Your art and mood are on a very high level. Cooperation gameplay is working, and cooperation is always fun (if you have a friend near you :).
I have some comments for a possibility that you will improve the game later :D It's hardly to tune perfectly code-generated levels, but your result is good for LD time restrictions. Platformer part is easy sometimes, sometimes I dreamed about a controlled height of jumps with a time of pressed spacebar to pass some tricky generated level part. We also have a problem with remembering what color is equal what fear icon, because of pulsing "X" on a heart, probably.
Man, thank you for putting a link to Java! (I have troubles with running java games before you.)
If you did it on a JOGL, you did a very big job with this game, so you are a skilled programmer. If you have not any reasons to don't use JS+Unity, I recommend to use it at the next time to fight more with a game design than with code to make much more stuff for your games.
The concept of the game **is very incompatible**, but parts of the game can be linked stronger a bit. I mean, you can give a player extra speed if he wins with a really fast making decision to follow the racing part.
Like physics-based game!
I had some lags at the first half of the game with 4k full screen mode, but then I got that it was a bad idea and play at the defaut screen size :D You can remove unity banner and "full screen" button from the builded html by removing "footer" div area inside html text.
The ending is very surprising after escaping so much ways to die. :D
Thanks everyone for your commentaries!
@rargrave Your are the master of creative comments! It's very funny to read. @candlebird & @rargrave The original idea was to make an indirect control shooter, where players should optimize DPS build with the inventory managment. There were a HUGE amount of bullets and juicy screen shaking. At the second day I had this game with some levels, by it was absolutelly unclear for the player what he did wrong. It was a crazy move, but I switched the mechanics at the last day. I think that it give us a better game. I hope thst you like this story :3
@djlink I'm absolutelly agree with you - it will be much better to have bigger colliders for items, especially carrots.
@dragojt Your are right. It's the my main weaknesses - wrong tutorials. Every time a hope to create something simple or more expected, every time I cann't stop and make a new crazy controls system :D
@roronoacherry Thank you for a comment! I should remember that puzzles are very risky direction at game jams, because it's very hard to balance levels difficulty and tutorials very well at such time restriction. I hope that you liked the explosions and got some good emotions from our game.
@trystan-sarrade Our sherif drink a lot, so he have not so precise eye, but his hand is so solid, so it doesn't shake at any ride. ^D Seriosly, his asset was made at the development start and then we decided to keep it, because fixing of it was possible to break all levels design. I agree with you that this fix can make the game easier to predict and better to play. Thank you!
Your Game try to change my Windows register .. and died.
^(
Why did you skip humor voiting? It is good.
I have fun from unlocks\ new morphs, but I can't speed up the game. It do game very boring after one loose
Nice game!
But level with wolf transform is very hard for me >_<
All those transformations are fun, but there are some troubles:
[*] It was hard for me to manage 3 control buttons (z,x,c) at start.. and I mistaked a lot 4 first deaths. You can make a doodge by double arrow key press, for moar intuitive experience.
[*] Wall-passable haunting enemies are very annoying, when there are above or below you.
[*] Looks like you cann't jump when you stay close to wall 0_o and die/
These can improve your Overall next time, I think ;3
You are just a hero :3
Best pixelArt is real pixel art.
You created good style and art, and meditative gameplay. (when random don't created a huge pack of enemies at one place o_O)
But without new things after 3-4 minutes it become boring :'(
You should add typical runners features: currency, bonuses, new eniemies after time.. and it can be a good game for mobile devices, I think
Level 4-5 are hard as ... , but after others are OK/(but maybe 6 is so easy)
Music is good, but I think you should don't use pixelization of models for better art style.
Good smart game. Hard a bit (but I know, it's so hard to create smooth complexity .. in Ludum time)
It's not easy to understand, when did I a mistake in the game - no markers or text messages. And I spend some time to understand how it work.
The best part of this game is moving away from you guys! Really it make a scene. And nice humor and mood.. outside the game 0_o
Nice trick!
You should make a hero smaller, or do a X_movespeed faster.
Game is small, but dont have real troubles. Background and audio is great, but characters are not good in a different style. There is bit of oldschool nostalgy/
PS\ And thanks for a honest comment, man.
Hello!
This animations.. is very very cool :3
Resolution of your Web build is .. very huge. How many people have monitor for this?
And lools like after small to big forms transformation shots spawns at a wrong place.
Hard sounds a bit.
I think you should part with moving circules after static.. and make it smaller. After thos challenge, all other game looks so easy ^3
Nice game with really cool music!
But hard as a HELL! How many people can pass it? I don't know, but these mans will be crying from happines about finishing this game.
Hardcore fan is fan too.
Sounds like a nice Old School game!
But I amn't having Linux in my hands at this moment to play and score :'(
Idea is interesting a bit, but when you played at one map a lot one way - is drop the game. You should add auto change of maps, or main menu button.
Nice physics! But Font is hard to read, try use anythings easier.
PS\ try to add to your car a standart "Trail renderer" Unity component ;) It will be amazing, I promise!
Title screen and main music is .. 10\10
But gameplay and sounds are not very good, you know.
Awww.. so hard to rate this/
Very good background, and style really. But this game needs moar easy levels/
And if you try to fly to the space.. game is crushed ;3
I loosed 3 times, then watched gameplay to understand how this game works (transformation of infected butterflies is very important, but it is hard to understand fast how it works.)
I think, the speed of enemy bullets is fast, or the size of player should be smaller.
Music is one of the best what I seen in compo!
But you should add units with new different behaviours, not skins - it can improves fun ^3
You should, I think,
1. Make ingame background and textures moar monotonous, but moar contrast - it slow level decide.
2. Add new shape switchers or interactive objects - moar and moar boxes is bad idea.
3. Try to reach 5-9 objects on one pizzle. (by human's short memory size)
All this crazy level shapeshifts! I stuck in the walls again and again 0_o
But music and style\mood is really good.
Your Game has so tricky controls, like my xD Try to use:
transform.Translate(%coords%, Space.World);
Fonts is so crazy - i can't undestand it.
But it's playable. It's the first step.
Am.. I thinked that it's a text quest or visual novell, and read dialogs. Dialogs are really good, but long..
And UNEXPECTED pew-pew game then xD.
You add really a lot of content.. but it's looks like three REALLY GOOD separated game parts: visual novell, gunfight dungeon crawler and shapeshift puzzle - and all tare very separated of each other, and don't work together
This crazy combination of art.. I give the trophy ;3
Gamedesign: There is not a reason for 2 heroes in this game. You shoud add an unique towers.. or something also.
It is not fun, when you placed 3 towers, and just can.. afk.
And yeas, it's hard to understand, what you can buy towers while markers are black.
Game live until you meet new weapons.
But after that.. A very small rect able to see - You can jast run into an enemy. If you will make moar space under the camera, you can add moar shots\enemies\collones ito the room.
Nice Art!
First fight: drawing one glyph so much times is boooooring. Yea, I don't have a skill at this level, but you should make this fight faster.
Second fight: good
Other fights: hard and booring after death. May be you should add small glyphs to delete enemy's line (if it so good), or to swap your main glyphs/
Nice style.. but you spended all time for it :'(
Thanks for comments!
Controls are really ugly =_=.. But it's emm.. 2-nd fast developed version. I just finised *sometimes-working* mechanics after first 25~ hours, and begin to draw sprites without sleep -______-
And I used in my basecode self-developed scripts for moar fast and comfortable work (Basecode post http://ludumdare.com/compo/2016/04/15/some-basecode/)
New fun idea, but game is unplayable a bit - after some figures white clouds make hints invisible :'(
I think you can strongly improve your game with visible hints, and changings of shapes with 1-2-3-4 buttons (and don't forget to add button-shape hints on the screen)
Close to unplayable - very fast movement(Do you use time.deltaTime?) and unlocked Z movments in RigidBodies.. and so small platform..
But I finished all levels :D
Nice sprites and controls.
Yes, no one will play to this game twice - possible content variation is one.. but if you will add different levels.. and objects - it can be a nice game.
Very long dialogs for me \-_-/
Nice tiles, but all it looks dead without any animations.
A lot of plugins\libs are very hard to don't get a crazy quilt.
Fresh idea, and niсe Mood. This humor!
You should to add.. moar tutorials - after 10 minutes of plaing with it - I understand some basics.. But music compounds beetwen loops hurt my ears :(
After first level I have 110% on my FunMeter, but then.. 10 minutes to decide second level, and all fun leaked away.
Looks like Rubik's Cube a bit?
Really cool game with all parts! Wow!
Dut you can improve a bit gameplay with:
[*] procedural levels - to improve replayability and surprises!
[*] bonuses - extra life\ instant transform.. or you can add life after X score points, like a Sonic - it's really good idea
[*] em.. you can fix river coasts.. sometimes I stucked into it :(
Not bad realisation of theme - shapeshift is useful, but:
[*] Buttons for swap .. are in crazy places. You can make tank form active wile button is pressed. And fast form after next 2 seconds after dash.. maybe
[*] Tank form has bad gamedesign - you will die, if red mans sit on your face, after you will leave this form. May be you can make this form as *reflects bullets* just.
Nice idea and art!
But controls is VERY hard. Every level have *I cann't stop into this light problem* xD
But really good feel of adding new features.
Man! I cann't download your game!
Please, use http://ludumdare.com/compo/2013/08/21/free-hosting-for-your-ludum-dare-games-itch-io/
Oh, nice. The moment, when you humble and break your mind to use these random shifting to reach your target - is great. Good Job man/
I know what deal ALL BUTTONS! MVUHAHAHAHA 0_о
Exploring is good, but you should add goal, or secret messages. I realy wanted hints by pressing sounds.
At all - good idea with different speeds on terrain with doodging. But I think you should add some improvments for your game:
[+] add dash on cooldown. It makes game moar dynamic.
[+] add teleportation to base on getting a Disc - returning is SO BORING AS HELL
[+] add a heal bonuses, dropping from enemies - now it's bad idea to kill these mans.
GL&HF
Oh, really good humor!
At start, when you try to use arc trajectory - game is hard. Annoying hard.
But after, when you calculated an colliders and throw garbage directly - gameplay is meditatively. Good gameplay metaphor, man!
I think you should spawn moar bags sometimes. For moar dynamic.
Yes, sounds are really makes a game.
Сonveyor simulator feelings .D
Boring a bit between levels.. I think if you reduce level timer limit it will be feels moar dynamic. Or just add something moving at background.
Conception looks interesting, but there are so mush variants of future development.
MindExplosions from your idea, and it's great:
Should we write a texts for NPC? Levels Sharing? Or arrange enemies? Really, task of placing balanced monsters and loot is not easy.
Old players can leave game after closing all quests, but new players leave in unbavanced places?
*crying* Why.. why respawns only at start? I closed a game after death D: Make smaller levels next time, man.
Looks like telephone game about red ball from my childhood :D
Horisontal speed a bit slow, for me.
Underground effect is really cool. Maybe I will use this idea :p
Try to make idle animation next time with up-down body movings. It really give a life for a game.
Oh, you created a clicker too, man, GJ ^D
I writed a bot to make a LOT of benjamins. But it takes a lot of time yet.
I've a bug - when text line so big all buttons fall \0_o/
And I think you sould add some bonuses to moar dynamic :3
Brilliant lore idea about Dinos and asteroids ^D
Nice texts (I read them All). Artstyle looks a bit strange with pixelart and vector together.
Maybe you should add some bonuses and moar levels beetween easy(<5) and hard levels(6+)
Very Good Job
Fantastic soundrack. Fan and surprises included.
But I expected to know what happened in the end, man! A bit of text, please :)
Ps\Sound effects are loud a bit.
And I think, you should add an animation of zombie spawning and hero idle -> then game will be really brilliant.
Good Job\ Болею за вас
:'( Game looks very interesting, but crashes on pressing "play" button. (I have Windows7 64bit) I tried different compatibility mods.. unlucky.
GJ for the first time.
But game is not good, you know.
You can easy improve your game with some steps:
[+] create big-long floor colliders separately from visible sprites. And your hero will not stumble.
[+] you can use good https://github.com/prime31/CharacterController2D also
[+] add killing collider under floor. I just fell into the abyss, man.
[+] separate one big level to small levels. It's a bit easier then create a checkpoint system. Anyway, players just ragequite without these features
[+] animations.
Mood is great, but you should add narrative hints to puzzle solving.. and A bit moar living background/
PS:\ you should use this direct link for ludum player, man: https://commondatastorage.googleapis.com/itchio/html/266760/index.html
so joyous music and character.. then fountains of blood! xD
If you really wanted to improve your game - I think you should change jump expirience, man (you can try this https://github.com/prime31/CharacterController2D)
then you should add some dynamic to game. By living background and dashes maybe/
GL
@NoTrueSpaceman, oh, I should add moar information and tooltips.
For terraforming you should have 10kk of Humans. Is's hard, but is't a last step for Good Ending.
@Dia6lo, @NoTrueSpaceman - I implemented advices, thx.
@urielgamedev, you're right - I should change color of "humans". Can you talk me about other intuitive problems, please?
Very good agency via hero emotions. Animations of fire and smoke are great too.
Kindling minigame is jenious.. but all version with big buttons was catchier. Progressbar maybe?
If you will learn how to draw all grapfics by real grid of pixels with fixed size - your games becomes perfectly.
Oh, if you played these games at old time, you should know about shortcommands like "r" for "run" and "l" for "turn left"... I spended a lot of time to learn all comands and to learn to write FAST \0_o/
Man, your game is really good with nostalgy, but you have so huge barrier to entry
@Holofire, Man, big thanks for serious feedback.
Really, We understand that we reach a new teir of LD-participants with direction-motivation problems :D (After i-can-make-a-playable-videogame-on-LD tier)
I think, for start we can add to game a 5 lamps, and turn-on one after a one quest. It's not a big directions.. Anyway, we will think about it on future Jams.