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Cluedrew

13
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A member registered Jun 14, 2020 · View creator page →

Creator of

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Glad you enjoyed it. I think the idea was pretty unique. There might be some other games with the same idea out there but I haven't found them yet.

It is only when I read this did I realize that the counters giving you the exact count of enemies on screen (and the change in stats) never got implemented. Sometimes you forget something and realize it was never important, other times something more like this happens. Thanks for the feedback.

Thank-you. I'll try not to forget the audio next time.

Funny story, we didn't even have the full 48 hours. But I'm glad the concept was fun and managed to get across.

The missile launcher just fire rate as well. We had some ideas in that direction but kept it to the simple solution to save time. If we ever do more with it it will be something I keep in mind, thanks

Agreed, it needs more polish. I think we did well for half a jam but it shows.

Yes, adjusting spawn rates (and otherwise giving you ways to control the number of enemies on screen) would be something we would work on. You can but only in broad strokes. Lack of sound and music is just a time constraint thing.

The idea of magnetism is fun, but the input is strange, there are a lot of times you have to make multiple connections in a row and have to reactivate that mode each time, I also kept forgetting how to deactivate connections. Could use more checkpoints. Atmosphere, art and sound are all good.

It doesn't seem to run without Virtual Studio (which I don't have). I don't think you are insane to use UE, I've done successful jams with it in the past.

The visual style is nice as is the idea, the mini-tutorial and multiple control options are all good. But it is just too hard to build up any components to customize your ship, the collision damage in particular is a problem. And the pieces are already starting to be there as the enemies you can capture have different fire patterns.

I was actually disappointed when it said "to be continued". A bit more polish and more levels introducing more types of drones and that kind of thing and it could really go places.

Some of the low points: Drones felt so fragile (in health and how they disconnected) that I found just soloing small/medium encounters worked better. Fine but maybe a bit against theme. And I couldn't just restart the level to skip the intro. Good game feel and the three enemies felt significantly different.

After a few attempts I've gotten all five resources to increase. Took me until 84 people to pull it off. It was a lot of fun, boiled down some things usually seen in big games down to a small one.

A bit more information at the start would be nice. I found metal to be excessively easy to get and calculating the offsets from increased population was a bit annoying (especially since it made some building that "gave" those resources absorb it). An auto-pause when you land on a planet would be nice. I hit spacebar every-time I landed so I would have time to read the buildings. Overall the game's polish is really good.