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(+2)

The debuffs are an interesting take on an upgrade system. It fits the limitation really well too. And I liked that you rolled two choices so it feels like you have a bit more control.

I'll note though that it seems as if you can infinitely restore yourself at the pond; i.e. do you even need to kill the enemies? Though I suppose that's better than the futility of having a hard cap on how many shots you can fire.

I was a bit confused as to the goal and the different elements; I originally thought that I was protecting the pool, and that I had separate "health" in the bar, but it looks like those are the same? And why does shooting at pollution make the pollution go up? I do like the idea of pollution just continuously rising even as you do nothing; it reflects the sort of futility of the real world pollution problem as well.

(Also, a quick UX thing: I don't know if it's just me, but I kept getting caught out with the pollution going too high without me knowing -- some kind of more obvious signal when you're getting low might be helpful?)

I'll also add that I really like the soundtrack and simple graphics -- it gives an almost zen feel to an otherwise high-stakes situation. A very interesting mix.

Anyway, I liked this! Nicely done!

(1 edit)

Thank you for the honest feedback! Some greater indicator of damage would've nice, I do agree, but I sort of ran out of time to implement that over all of the other bits of polish. Sort of regretting that now but what's done is done! I might come back and add a little bit more instruction to clarify certain bits of confusion you had once the jam is over, thank you for bringing that to my attention.

And a quick side note: you *can* just stay at the pond and heal infinitely, but you'll be too weak to kill any enemies if you do that. Remember, the game is about getting a good score, and that means using the pond as little as you can in order to keep your stats! You'll also eventually die since there will be so many enemies you won't be able to press heal quick enough.