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bytecauldron

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A member registered Jul 26, 2018 · View creator page →

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I enjoyed this! I'll be just echoing similar points of some of the past comments.

If you plan to work on this in the future, definitely consider making the shop a "left click to buy" instead of drag and drop.  Also, I have the memory of a goldfish, so some sort of alchemy book that kept track of discovered combinations and the graying out previously failed combinations would be a great addition.

Good work!

Ye there definitely needs to be some rebalancing of resource collection. One of my major gripes was the fact you can't see how much of each resource you're collecting unless you went back to the ship. There was a build of the game (not sure if it's the jam version) where jungle slimes would drop one or two leaves per kill. Which was brain-numbing, since the boss fight planet originally required 50 of these things. We definitely bit off more than we could chew, lol.

Thanks for playing!

Ryuku was interesting. I would recommend an option to invert the AD directional controls. There was also a point where the tutorial text was perpetually stuck on the screen. Combine that with the additional snake thing ghosting your every move and the gameplay was a little confusing for me. I did lose at 79% so I will never know the fate of Ryuku, unfortunately.

I think a nice addition would be to allow Ryuku to eat the enemies if they get in the way, rather than just glide through them. Either way, not bad for two days.

Hey! This is an interesting idea and I think you should definitely continue to refine it after the jam. I also liked the rune art. My main criticisms I figure you might be considering already but I'll throw them out there.

There should be a more apparent way to disconnect runes. I know you can override connections, but the screen gets particularly messy when making multiple connections. Maybe treat the rune catalog as a designated boundary. That way, when you drag a rune back to the catalog, it disconnects and returns to it's original position. That might make it look a little more organized.

The other thing is it's not readily apparent how runes should be combined, so I think some predefined examples/information on what to combine might be a good idea.

Other than that I like what you have so far. It would be interesting to see this combined as a module for some top-down defense game or something.

This game definitely has one of my favorite UI so far. Very clean and well structured visually. Also having options on the pause menu is a quick way to win me over.

I guess one of my main criticisms is related to selecting the individual stars. I figure the clickable region is small since the stars can spawn fairly close to each other, but it does provide a hindrance since you have to be more meticulous with your clicks. I might have missed something in the instructions related to this but right now that's my biggest gripe.

If you plan to continue working on this post-jam, it might be a good idea to include additional visual cues on what elements each star is producing (like making a star blue for oxygen or a mixed color for stars producing two elements at once).

I also ran into a crash around 10 minutes in when i combined Oxygen with Oxygen on a star. Not sure if it was related to that but I included the error regardless.

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step Event0
for object obj_stars:

DoAdd :2: undefined value
at gml_Object_obj_stars_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_stars_Step_0 (line -1)

Good luck on the rest of the jam!