No need for modesty, you worked hard on your game and you should take pride in what you've accomplished. Most people never spend 100+ hours on a creative project. Creative work is difficult because we never reach all the goals we set for ourselves. Even when we receive positive feedback, it's difficult for others to fully grasp what the work means to us. What seems to matter in the end is finding meaning in the expression itself, getting something out that would otherwise go unsaid.
ArseAssassin
Creator of
Recent community posts
MFW the intro music started playing: 😮
What a wickedly funny, eclectic and intriguing narrative experience. Couldn't be more pleasantly surprised to have found it on this jam! I really enjoyed the mystic themes present in the text and the ending twist was something I've never seen before. Clearly you have a knack for storytelling and a deeply creative mind that's not happy to just rehash old genre tropes. Would love to see this narrative wrapped up in a larger release or even as a short story!
I like the idea a lot - delivering parcels across the galaxy in a janky old spaceship seems like something I could spend endless hours on when executed well. What you have here is a fine start! When playing this I felt that I need more information to get engaged with what I was doing. It seemed that planets and asteroids would appear out of nowhere and I'd crash into them with little consequence. What I'd focus on here is making flying across space feel more dynamic and fun. I'd like to upgrade my ship to take it out on more dangerous missions, new hazards and such. Nevertheless, for a game jam entry this is a fine effort!
That was fun for a bit! I liked the different planet designs. The challenge with designing this type of game is that the faster the player goes, it easily becomes impossible to avoid obstacles, basically rewarding players for making slower, more tedious progress. A good way around this would be to measure the high score by maximum speed rather than the number of planets passed.
Also I think I went too fast (there should be a screenshot below, message me on Discord if you want to know more)
Great take on the theme! One problem I had was finding enemies - no matter I did, it seemed like after about five minutes I couldn't find any. One way to handle this is to keep the number of enemies in the playing field constant like Vampire Survivors does. A combo system and adding a bit of extra juice with particle effects could go a long way towards making this an even more engaging play. Good job!
Some good stuff going on here! I had trouble understanding the game until I figured out that right click draws the bouncy line (right clicking tends to be a bit awkward in web games). Once I figured that out and that I could push the ball by drawing a line on top of it I had fun playing with the game mechanics. Was expecting there to be more levels. I gave speedrunning a try too, but didn't really manage to improve my time. The game window size makes this a bit awkward, since you can't really see what's coming up next, especially at a high speed. Overall a solid effort!
Well, I contacted Itch support, but here's a link to Google drive in case it takes them a while to get it sorted out:
https://drive.google.com/file/d/1RCOxubDvUvoHgSgfQzrlUEh-fBDJMwJ-/view
Mm, yes, balancing is far from perfect at the moment. I tweaked scoring until it felt good and produced reasonable layouts, but wasn't very concerned with the relative scores between tiles. The wall in particular is difficult because it blocks growth in a direction but still needs to feel rewarding to place.
I'm definitely interested in experimenting with more complicated mechanics, but for a short web game without a tutorial it might be difficult to pull off without confusing new players. I'd definitely add a combo catalog if this were to become a full release!
Thanks for your suggestions!
Hi Ravery! I'm sorry you ran into a bug. Unfortunately I couldn't reproduce this, but I pushed a minor update to the game that'll hopefully stop it from happening again.
As for the hover-help, do you mean showing a tooltip for combos that have already been discovered? It's quite subtle but tiles that have already been starred have a star highlighted in yellow. I should clarify that in a future update. Or did you mean something else?
Exciting concept! I tried restarting the game after the tutorial since I thought I had blown my resources on buildings (the mine seemed rather expensive), but turns out that's part of the tutorial.
Felt a bit disappointed by the higher tier buildings - expansion of the play space and passive techs seemed much more useful, so I just sort of ended up beelining Cryogenics. Water and electricity buildings also seemed a bit spammy to build. Regardless, I enjoyed finishing the game and am curious to see where you intend to go with this!