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Feed the Machine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2605 | 3.257 | 3.257 |
Enjoyment | #2826 | 2.914 | 2.914 |
Overall | #3279 | 2.952 | 2.952 |
Style | #4111 | 2.686 | 2.686 |
Ranked from 70 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The main gimmick of the game is using drills to scale down other islands to scale up your own.
Development Time
96 hours
(Optional) Please credit all assets you've used
Kenney.nl (gun model, some sounds)
Sonity (Sound manager)
Pixel Crushers (Dialogue System)
Unity (First Person Controller)
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Comments
fun and quirky
I am dumb was a bit complex for me
Don't think it was intended but if you glide and hold shift you can fly everywhere. It was quite fun but I was pretty confused what I was doing lmao.
There's an issue where the enemies will get too close to the turrets and I can't shoot them. Still, I really like what it's going for.
Thank you for your feedback. There was an AI navigation glitch we had to fix last minute, the side effect being that enemies could get stuck in the drills and could not be shot with the gun; however, the turrets can still shoot them.
It's a fun game, however I noticed that I had more fun when engaging with all the systems (combat, trading, ect.), but did much better when I just ignored all that and dropped drills everywhere before the enemies could react.
There's a lot going on in this game, and while each individual system is pretty fun by itself, I feel like the cohesion between these systems could be improved. Of all the problems to have though, this is arguably a good one.
Thank you for your feedback. We had a scaling system implemented but had to remove it last minute because the values were static and would keep infinitely scaling, not resetting on restart; it was meant to deter the tactic of just dropping drills and force players to engage with the other systems. Balancing this game was a challenge; one of the biggest lessons this team learned for future jams is to narrow the scope of the mechanics and devote more time to balancing and playtesting.
I discovered the turrets and excavator can go below 0 Health when buying the cards and finished the game with +9999% extraction rate, turret rate of fire and damage but they were paper thin and would explode if touched by frogs 11/10
I sold the world