I liked it. It was a fun little game with an interesting mechanic. I did feel like there were two walls where I had to wait a bit to be able to afford the next section. The first was between the 4 and 6 upgrades. With nothing for the 5 tiles I had to idle a bit to afford the 6 tile upgrade. That got me pretty smoothly through the rest of the game until I hit the 9 tiles. Then I had to idle again as the shards dropping didn't quite keep up with the cost of mining a 9 tile.
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CLEANSED's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun (Overall enjoyment) | #2 | 4.309 | 4.309 |
Uniqueness (Originality of the game) | #2 | 4.577 | 4.577 |
Balance (Speed of the game) | #2 | 3.976 | 3.976 |
Theme (How well it fit the jam) | #5 | 4.407 | 4.407 |
Ranked from 123 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I balanced the game around being active, so you’re probably missing something. Screen size doesn’t have to do with much. As someone else said already, try checking the shop. If you can’t see anything, try scrolling. If you’re on a phone, try rotating into portrait mode (I’ve had reports of scrolling not working).
Short, simple, sweet. The upgrades always came at decent time and were almost always helpful. I say almost because there was the one movement upgrade with pressing 'E' that I could never get to work, but holding down the arrow keys isn't difficult, so it never felt like I was truly missing anything. You also sparingly had nothing to do, so the game never lost its pace for long. However, the beginning was a tad bit oppressive given that you could hardly see, but you get over the hurdle quick enough to where it isn't that painful. The ending also drags a bit, but other than those two minute issues, I had an overall pretty fun experience.
Very fun game! I like that your character (ha) got upgraded instead of just gains.
I was hoping there were some more shops that unlocked stuff after the start, but cleaning the board was also very satisfying.
4/5
Very clever design here! You took a lot of core incremental concepts and translated them to a totally different experience. Generators were now tiles. Automated upgrade purchasing was now automove. etc. It was very satisfying to chip away blocks, for the triple reason of exploration, production, and OCD. This is a concept that could be expanded upon very easily. Nice work :)
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