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Mine Your Step's itch.io pageNames and Email Addresses of ALL Team Members
Francois van Niekerk - francoisvn@clockworkacorn.com
Zoe Yannikarkis - zoe@clockworkacorn.com
Geoff Trusler - geoff@clockworkacorn.com
Simeon Willemse - simeon@clockworkacorn.com
Leon van Niekerk - leon@clockworkacorn.com
Categories Your Team is Eligible For
Professional, Diversity, 72 hours, most of the others but not Best Audio
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Comments
Repeating my comment from the game's main itch page: "I think that the most important aspect of a rogue-lite type game has been achieved with this jam submission – a ‘just-one-more-try’ driving game loop as you try to figure out the deceptively simple mechanics and get a dopamine hit with each lucky power offering that alters your gameplay rhythm. Nicely done!"
One minor nice-to-have would be a mute music button in the game, the cheerful tune starts to grate a bit after a few runs.
At the start I didn't really know what I had to do, or why there were blocks/storage below me. The mechanic was also confusing (though that's just a skill issue). But the game became fun after I struggled through and it started to make sense. It's a cool game!
The idea is very cute. I player it multiple times but I wish I had just one more layer of storage.
Really nicely done! I really like the strategic aspect of where to attack enemies so that you have enough space below you to collect items. I agree with some of the other comments in that it took me a while to understand what was going on, but once I had, it was super enjoyable to play.
I did not like that I didn't know what I was supposed to be doing or, especially, how the health works and I eventually had to go to the comments to find the answer. Once I understood that the game became increasingly easy (putting aside the fact that you could theoretically farm the first wave of the first level indefinitely). I didn't even bother with paying attention to the blocks and just killed enemies until I was able to start unlocking the permanent perks, which then let me focus on the optimising the blocks and maximising a run. I also tried different kinds of wave perks and it didn't really matter, it just meant slight strategic changes to a level at times. I very quickly got to the end and maxed everything.
So, clearly it needs a lot of balancing and an explanation of the health in the beginning would be very helpful. However it's definitely a good prototype for a more complex game and more challenging enemies, plus perhaps wave perks that start to cancel each other out or work in opposition to each other so you have to strategise. It would also be interesting to have the grid expand or contract sideways in some sort of mechanic because you can't really use those end columns in the later levels. Also, and maybe this is a positive, you can actually use hearts, with certain perks, to help to clear low numbers off the grid so being hit can be advantageous if you know how to use it.
The music, while not bad, had a loop that was too short and so it got repetitive quickly but I like the art and overall feel.
Actually the best game ever...i think i spent an hour or 2 playing it! Nothing bad to say about it! Well done to everyone involved >:)
Very, very cool game! This is definitely the kind of game I can play for hours and forget about everything else. Really clever and well thought out mechanics as well. Lovely game!
Verrrrrry addictive XD. I liked the buffs/options you can save up for. The fighting mechanic was clever.
I made it to the crystal caves yay.
I almost couldn't stop playing. I loved the art too!
Really liked the concept, feel like a more generalized backpack hero that encompasses a lot more systems, alongside a match 3 game, and Tetris.
Loved the artstyle, along with the music. Gameplay was fun and intuitive and easily addictive, Could play for hours.
Well Done!
Edit: Noticed you could technically power farm level 1 over and over relatively quickly, so, personally I suggest disabling Retiring on wave 1 .
Feels polished and fun, surprisingly intuitive. Love the music!
A little hard to figure out at the start, but absolutely great once you have the hang of it and feels very rewarding! Great job
Edit:
Edit2:
Lovely use of minimal art and simple mechanics to build a compelling and engaging mechanic and interactive experience that easily enthralled me for a long time!
I found it hard to understand how much health I had (or had left) at any time, even long after understanding the rest of the game pretty well. This part wasn’t as much of an issue after you figure out the “rhythm” of each mine monster (guardian?).
The power-ups are fun, though I felt like it would be interesting for certain enemies to also have distance attacks as part of the complexity.
All in all, I thoroughly enjoyed this!⛏️
I really love the idea! Great job!
Very compelling gameplay loop in the same vein as Crypt of the Necrodancer which made me keep playing and enjoy it throughout. I think the upgrades are really well done.
I do think that the death system might benefit from being explained within the game itself. I figured it out eventually but it took a while.
Great concept and executed gracefully! Took me a few go's but I eventually got it.
Good game concept I really liked the sfx and the art was good as well just didn't understand well how not to die
Thanks for playing! You die if a monster hits you and you don't have an open spot to drop a heart tile :) Hope that helps!
Oh yes that makes sense now, very cool concept
Really good idea with a lot of potential, balance is off but was really fun.