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This was an excellent submission, congratulations! Aesthetic was great and the gameplay was simple conceptually but challenging in reality. For the most part, that challenge felt pretty fair, although minor personal complaint: the purple bullets did feel unavoidable.

The ship modification process was very interesting although at times felt a bit arbitrary - perhaps the modules could synergise in some way based on their placement? I appreciated the dilemma of having more stuff versus becoming bigger and thus more likely to be hit though, that was nice.

The game could have done with a little more enemy variety, but I appreciate the time jam constraints probably didn't permit that, although the enemies presented here were good for the first few levels.

I got to level 11 before deciding to end it. I did encounter a couple of bugs:
1. After having applied multiple "Leader spread" upgrades, my Leader just stopped working entirely which lost me a lot of firepower. That probably unbalanced levels 10 and 11.
2. I was unable to place any modules in a certain slot on my ship despite them being placed there in the "Party management" screen. I've attached a photo demonstrating the bug in case you wanted to develop the game further in future.We Are Mini - ship module glitch

Hi! Thank you for the thorough feedback! We unfortunately noticed those two bugs too late to update our post for the game but we have a fix for the leader spread and part management bugs coming after the jam ends and submissions open back up for edits. I am glad you enjoyed the game and hope you keep an eye out for our updated version with additional enemies, updated UI, and some extra surprises!

That sounds great, and I'll definitely keep my eyes peeled for the next iteration!