This is a cool idea for an autobattler, I definitely like the concept of resource gathering and building while your units defend. As others have said, the balance between resources felt a little off and I always felt like I had too much ore than I knew what to do with and was constantly trying to find time to cut the closest trees for extra wood., but I know firsthand that it's tough to get balance right in a jam game (or any game, really). I did have a fun time with your game though, nice job!
cheyenne.deloach
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Thanks for playing! I saw your game is using Godot, this plugin should work for you.
https://silentwolf.com/
Thanks for the feedback! We were having issues with direct mouse control while hiding the cursor in the html5 build, so in the current game it's actually just taking mouse x and mouse y as an input and applying it based on a multiplier, which is why I added the mouse sensitivity option. I never actually tested it with keyboard controls but I suspect it would make the game significantly more difficult.
Still, I'm bothered I could never figure out how to get the mouse cursor to disappear at the right times without the user clicking to recapture the mouse to the app (which is why sometimes the mouse appears off of the pterodactyl). Unfortunately documentation for html5 in this old version of unreal is sparse so I just couldn't polish that part to my liking.
Anyway, thanks for playing! We both really liked your game.
Pretty difficult but fun game! My only minor issue with it is the audio gets a bit glitchy when too many sounds are happening at once, but the shooting is satisfying and I played a few times to get further, though I didn't get anywhere near the bottom leaderboard position so clearly I'm not very good.
Nice job, this game is well put together, the animations are satisfying. My only complaint the way the movement input works. I'd expect it to prioritize the last directional input pressed rather than the first if you have multiple pressed at the same time, I think that's why other people here have said the input feels weird. Overall though this is a good jam game, great work!
Beautiful game, you nailed the aesthetics. I think the health is bugged, it was working as expected for a while, but after the first cutscene where you drop down the cliff it never felt accurate, with the full leaves blinking in and out, and I was unable to use the root ability after a while even with full leaves. There's a lot to like about this game and I think you did some incredible work, but I wasn't able to complete it due to bugs (unless I'm misunderstanding the mechanics).
I'll be totally honest I read the instructions several times and I'm still not sure if I was playing right haha. I do like games with odd mechanics, but it was genuinely hard to figure out what was going on even after reading the instructions. I do appreciate that it's something different though and I think with a little polish there could be something here.
I'll check out your game. Here's ours:
https://cheyennedeloach.itch.io/extinction-denied
Crazy amount of polish here. I can't believe you made all that art in 10 days, extremely impressive. I kept thinking there's no way there's more enemy types, and then another one would appear. Very satisfying attack and dash mechanics. You could honestly put some more time into this and release it as a full game. Fantastic work!
I love the black and white vibe, I almost think it could be darker, so you have to find the enemies by their gunshots. The RMB attack didn't feel very good to me, since both of the attacks kill in one hit and that attack is slower. I think the difficulty could probably ramp up faster as well. But in any case, great job!
Personally I think it's OK for jam games to be hard, I wasn't really critiquing, more just commenting :) We all only spend a brief amount of time with each other's jam games and I prefer to be challenged quickly than to keep going endlessly, especially in a jam game where there isn't going to be as many mechanics to build towards as there is in a bigger game.