Thank you so much for taking the time to play our game! We've also seen those issues with upgrade/bot cost vs playtime. We're currently working on a major balance change that will hopefully solve this issue :D
AshCubed
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While simple in concept, the game itself can be a lot of fun. I agree with AxalKay's comment and that you should lean heavily into the mechanic that you can change direction at any point in time.
More interesting coin placements would work with this mechanic, and the challenge of attempting to find the fastest paths is quite fun.
The coin collection sound effect is a bit loud 😅
Quite an innovative system for the simple act of jumping. Having to time your orb bounce placements just right to gain maximum force to the next pedestal, or platform, is a real challenge. The 3D models and shader you used works very nicely all together.
While I didn't get very far, I quite enjoyed the slice of gameplay I was able to work with. I do think that adding your two sections on your Itch page (Controls and 'Before playing') into the actual game would benefit the player in giving them direction, because as it stands there's no real call to action within the game itself.
Still, regardless of my points, the game play can be fun, and with some more polish I think you've got a real winner on your hands with this one.
The visual and character design work together harmoniously with the audio to produce such an atmospheric experience of Altair 4. Mechanically and visually perfected, with very useful accessibility options.
While a lot is left up to the player to discover, I personally (and I want to emphasize the 'just me' part here) felt that too much was left to the player. I struggled to figure out how to use the tool bag, then discovered through a video play through that right clicking it would open it, but from my understanding right click was to 'look at' objects. Then I had to continue to right click on it to get additional items.
One last section I was severely stuck at was the end monkey paw wish, thanks to the aforementioned video, I knew I had to use it in the living room. I continuously tried to use it in the bedroom, much to my dismay.
Regardless of the above, the game itself is a true work of art, audio, and narrative design coming together to produce an atmospheric, emotional, and semi-engaging experience. Congratulations to you and your team on this game.
A fantastic concept, the fact that 14 people worked on this individually is insane considering the game delivered. I fell in love with the arrow key combination system for attacks.
While the combat is engaging, the problem I personally have is that it's difficult to know where your own collider is and then constantly getting zombies attacking you. It took me longer than it should have to get the starting sword.
Once I got to the next area the slimes were moving so fast that I could barely get a hit in and kept dying.
But the NPC's, health potions, environment design, and attack mechanics is fantastic.
It's a solid mindless shooter, something that could work on mobile very well. I liked the art, while simple, it accomplishes the end goal of establishing the environment. You could include some variation in terms of power ups, or differing guns like a shotgun or plasma rifle.
Enemy variation would be a nice to have, if the not in terms of mechanics, then in design variation to spice up visuals and keep the player interested.
All in all a great game for a lunch break playthrough.
A very fun auto battler, I absolutely loved the character variation, the sheer amount of them was exciting. I died a few times, but that's because I'm thinking tactfully xD
I also really enjoyed the environment design, for the limited time I played I didn't get too bored too quickly. The pixel art is just great, I could see myself playing this on my phone for a while.
A fantastic visual experience. The voice acting sells the whole package, while the overall visual design and creates a fantastic mood/atmosphere I think the pixel art is bit blurry, as well as the overall lighting being a bit dark - I had to increase my screens brightness to see more of the game.
While I thoroughly enjoyed the dialogue, one mechanical critique I have is that I do wish that when I skipped dialogue that it didn't skip the voice acting as well, so that I could hit the skip the text animation and read it in full while also listening to the voice acting.
I can understand that, I don't know if this will be helpful but I find "Conditional Compilation" statements useful when I need code to only run on certain platforms. So you could ensure that mouse sensitivity is X value in editor every time, and then whatever is in that IF statement will be disregarded on other platforms, it's been very hand for me - https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
The main game mechanics feel quite polished - the visuals, effects, and audio add quite a bit to the overall experience. I got stuck on the fourth level and couldn't figure out how to progress, but that maybe just a me issue.
I did find two bugs, I paused the game it didn't pause the actual game but the pause menu popped up, and when I un-paused the game the game paused itself, so I could only play the game when the pause menu was open (This happened only once for me). Also the death counter at the death screen showing the different ways you can die bugged out for me and started to only display 0.
Overall loved the concept, a very nice puzzle game which ties with the narrative!
I absolutely love the concept. The game play is so simple but so fun, the balance is excellent. The art and animation add so much to the gameplay as well. The game idea fits the theme so well, and can clearly see the 'gold' theme in use. Truly an amazing submission, my only problem was when I launched the game the window couldn't be resized and didn't fit completely on my screen, so I couldn't see everything that was happening - I'm not sure if that's just a me issue though.
I was very impressed with the core mechanic, the reflecting beam of light was a lot of fun to control in the levels. The audio also adds a nice calm touch to the gameplay. The level design was quite exciting to traverse, I was thoroughly surprised at the last level and honestly found myself wanting to keep playing, the potential levels that could be created seems like it could be amazing.
I did find myself clipping through some walls, especially the level end gate at times, I also hoped for a sensitivity slider, just to turn down how fast I seemed to be moving.
But other than that the game is well executed, and has such an enjoyable and expandable core mechanic.
The simple 2D pixel art lends itself well to the main mechanic, as I progressed through the streets I definitely felt anxiety around the other characters getting closer to me. Very effective conveying of your theme. All the visuals as amazingly produced, everything is connected art wise. The simple animations of the player and the other characters are fun to see as they walk/run.
A small tutorial image for controls would have been a nice addition, explaining certain mechanics. As I was traversing the level, I sometimes felt lost, but I don't know if this was an intentional feeling you wanted to convey, because if it was then it was well executed.
All around a visually and mechanically well executed game.
The level, audio, and visual design is superb, simply outstanding. (Tell me your secrets xD) As well as the enemies, with their fast passed movement coupled with the slow cameras make for an interesting and 'scary' setting, also loved the enemies audio cues. The tutorial was also very well put together. A spooky cyberpunk aesthetic.
I did find that if I also bumped into the enemies while they were stationary they would slide around. And when I found keys I was questioning whether my button was registering when I unlocked doors as there wasn't any visual or audio cues (if there was an audio cue I apologize for not hearing).
Again, loved the aesthetic, amazing work :D