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comfycatgames

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A member registered Jan 06, 2023 · View creator page →

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Thanks for playing the game! It's becoming apparent that it's not doing a good job easing people in, so I appreciate the feedback.

As for the buildings, the plan since the start has been that you'd start off with a few and get a new one before each planet, so maybe that would help with the overwhelming part? Definitely needs experimenting with.

Thanks for playing the game! Glad you enjoyed it. I feel you on the tutorial dialogue, I've been trying to tighten it up further but it sounds like it hasn't hit the sweet spot yet.

I could not figure out how to get to the gameplay. At least the art is nice?

This game is like a raw edgy Worms but in a good way. Definitely want more of it!

  • I'm not a big fan of the inverse aiming- once or twice I ended up clicking outside of the window trying to get the right angle.
  • Some of the projectiles having fuck hueg movement sprites was frustrating to deal with, but if it were at least consistent it wouldn't be as bad.
  • It wasn't clear what order the militia members would be going. Like the teams would have the same order until they weren't (and this was before any deaths occurred).
  • Once or twice there were some funky bounces around the buildings.
  • If you restarted the game before any bullets expired, they continued in the new game. Got hit before anyone took a turn lol.
  • The music is awesome and fitting.
  • I want more maps and characters!
  • Echoing the other guy in that the sketch drawings would be more SOVL than the current sprites.

I've seen this game in a lot of previous DDs but only just got around to it. It's great! I'll echo what others said in that it's very difficult and while I can appreciate how much went into making different combinations of mixtures, it feels like only the single mixes are worth it, though maybe that's me not experimenting with them.

It also would be nice to have a reminder that you can upgrade your weapons- my best run I accidentally had enough to buy 5 at once.

Are you going to add bosses? It feels a little cheap that the goal is only to find the floor portal.

And the shopkeeper needs to get mad if you hit her.

Thanks for playing my game! Appreciate the feedback, especially on the UI and bugs. The checkbox was definitely a "good enough" solution at the time, but not a good one.

No need to apologize! All the games in the jam are in various states of incomplete.

And yeah, I really wanted to give Civ as an example but didn't want to force the comparison, especially since Civ 6 has the district system but they don't have independent building queues.

Got up to level 4, I think? There is a turtle in the corner that I just could not hit for damage ever. Not sure how'd you feel about adding preview lines to the already shot heroes if you bounce them.

On the same level, the Healer ended up flying off the map. Could not tell you how it happened.

That said, I've played a lot of these breakout games on mobile and I like that this one is actually attempting to be a real game with actual gameplay.

Cute stealth game. The booba dogs almost seem out of place.

  • The Incapacitate popup was showing up even if a guard spotted me
  • I had guards hit air and knock me out
  • On the 2nd level, the guard right at the start insta-spots you. Not sure if there should be a max distance they can see or not.
  • Shift to sneak felt like a major slow down.

Impressive demo! Looking forward to seeing more.

  • Mousewheel zoom scrolls in and out of a lot of UI elements.
  • Felt weird using left-click to select a unit and left-click to move said unit.
  • Strategy games live and die by the UI. It was unclear that buildings on tiles had to be manually selected to produce things, and when I was trying to see if WASD moved the map, I got a pop-up about different powers I think? But no way to close it.
  • The gems icon is so stupid I love it. The humor of the game is great so far.

Fun little game! I feel like you could polish it, juice it, and ship it, honestly.

  • Others have mentioned WASD movement, that was my first instinct as well.
  • The flying bats/birds it was hard to tell what squares they actually affected.

Thanks for playing and for leaving feedback! 

Not gonna lie, that's a funny bug with Miss Tutorial telling you to give up immediately lmao. Definitely need to fix that.

Just tried to AFK it and the game doesn't seem to play if the tab/window isn't visible. It might be huge scope creep to ask for that- it's just that I've played with other evolution simulators that do allow you to set up the world/rules and then afk as evolution can take a long long time. It's still a cool little game though!

Time for infinite sluggage.

This really feels like one of those hard-core platformer games. That being said, I kinda hate having to go into the room with the Elder Ninja to get a katana every run. And was Muscle Ninja suggesting that I f*ck the walls???

For a prototype, this felt very polished, especially the car physics. Can we get an option to use WASD instead of the arrow keys? Felt awkward to use mouse to accel/reverse and arrow keys to steer.

I want to love roguelikes like this but the game defaulted to full-screen on my ultrawide monitor and I could not view the bottom portion of the interface. Is there a way to make it windowed?

This feels like a good start to a solid action game. Some of the wizard's abilities felt hard to use in the cramped areas and not in a "this is intended" way. It was frustrating that some walls matched the color of the floor so you'd get blocked by them unexpectedly.

(2 edits)

I love speculative evolution. I need more.

Is it intentional that the game's color smearing disappears when heat-based metabolism is turned on? EDIT: Nope, it appears the color-smearing is a bug. It looks really cool though.

EDIT: Add an ability to mute the music. I wanna let this run in the background forever.

This was way fun! Especially when the cannon guys would blow up a bunch of dudes for you.

It was a little frustrating when hugging a wall to the right of the wizard would block projectiles from them. It didn't feel intentional, moreso a bug.

It did feel very difficult. Maybe adding enemies of lower tiers to get things ramped up? Like a slower melee guy, a crossbow that fires one projectile, etc. I want more levels and content, damnit.

Pretty fun game, though clicking to create shapes felt off. Maybe clicking on the dots to create the shape instead? Though that wouldn't allow for some silly shapes. Otherwise loved it- I wanna see this grown into a real game.

Only bug I spotted was the below. It added the yellow group to the blue score.

Thanks for playing again!

Not gonna lie, I was struggling to beat the later quotas just during testing, and I've been wanting to have 8 planets a run instead of just the 5, so difficulty needs tweaking.

Noted on the contrast.

Thanks for playing the game and the criticism!

  • I definitely hear you on the tutorial dialogue being too much. It's funny that you suggest sprinkling some tutorials into gameplay because for anything not need-to-know-to-play, it does just that. Like the contracts about to leave usually gets triggered during the tutorial (which probably shouldn't happen) but it'll play whenever that first happens. There's not a lot that uses that setup yet, but I feel like moving more to it would be beneficial given the feedback.
  • You're not the only one whose read the contracts as "Sell X over time" instead of how they're currently implemented as "Sell X all at once". That definitely needs to be fixed, along with how hard they are.
  • Interesting point on planet progression.

Thanks for playing the game, as well as for the criticism. No really, I appreciate the harsh criticism since it means I have more work to do!

  • Appreciate the thoughts on the walls of text. One of the goals of the new system was meant to be "less walls of text", so it clearly failed.
  • Regarding the contracts, the current implementation is actually "Sell X at the same time". I feel like your read is the more natural one and the current way could be added as a harder tier. Still, it never occurred to me that they would read differently.
  • Buildings using more power is a balancing mechanism, but the power gain of Atom Smasher increasing the cost of the primary is a good point. Will fix.
  • I've been waiting for someone to call out the UI sluggishness, lol. Will prioritize.
  • Can you clarify the sound bug? I thought I squashed most of those.

Thanks for streaming and playing! Appreciate the feedback- I've prioritized the tutorial as the next big thing based off of the feedback this DD.

This was actually very fun! Really enjoyed the aesthetic and art.

  • Would be nice if upon spawning there was a "safe" zone around you. Too many times I spawn in the caves with the Twin Pillars only for one of them to be right behind me.
  • Speaking of, it felt like the Twin Pillars had a LOT more going on than most other enemies.
  • Some of the weapons felt really weak, while others felt really good. Sadly, most of them felt like I was doing next to no damage on the enemies.
  • Unless I missed it, I couldn't zoom in with the sniper rifle.
  • When the Minor Moon did its vertical laser attack, strafing around it would keep it facing the way it was, leaving a thin line. I wasn't able to confirm if I could still hit it because in the moment, I assumed I couldn't.
  • Along with the weaponry feeling weak, it feels like a meta-progression system is needed. I understand if the intent is for the player to keep trying until they can pass an obstacle, but with the RNG it didn't feel like I could reliably learn patterns (if there were any).
  • I like the skeleton at the game end giving light encouragement. Thanks skelly.

For a bullet hell this game is really hard to understand. Never was able to figure out how the sword or aiming works because I'd die every time. Maybe a quick tutorial before spamming bullets?

That's fair. The tutorial before had more text but people complained about it being too wordy. Will have to prioritize an actual tutorial.

Nice VS-like! I like having cool abilities on QWER.

Some of the hitboxes seemed janky. Like I was running away from an enemy when I died out of nowhere.

Visuals are already juicy, SFX would be a huge step up.

It's a bit hard to tell the circle projectile from the XP(?) circle at a glance.

As the other comment mentioned, keyboard shortcuts for upgrades would be great.

Some of the random items on the ground looked like they mattered when I guess they're just decorations. The sword & vines in particular.

Really pretty art & aesthetic but the gameplay is frustrating (in a bad way).

After launching the first mission to the Lagrangian Point, nothing happened. The red text at the side said something encountered an accident but what accident? Was I supposed to redo the whole mission? Because it let me go to the mission to orbit the planet next but the launching of that was way more complicated than the first one and I ended up giving up because nothing I did worked. There must be a way to do it but it either needs to be glaringly obvious or you need to tell the player more.

Speaking of telling the player, some of the tutorial steps were out of date, requiring clicking on buttons not mentioned in the text.

The tooltips for all the time buttons read "Ship Design".

The red x's for toggle-able options should be changed to checkmarks. A red x usually implies "no" or "off".

There was no way shown to quit the game, either. I had to Alt-F4 to exit.

I want to reiterate that the game looks FANTASTIC and I really want this to work.

Fun little rage game. Got to the mushrooms and gave up.

Way too often it felt like trying to do the arm-on-ledge trick to lift yourself up required perfect timing that I couldn't get. 90% of the time I'd just fling myself off in the opposite direction. Honestly, even little slight movements would send you flying in a way that doesn't make sense. 

Also those flowers and trees in the red area need to shut the fuck up.

Holy atmospheric! Really great presentation.

I know there are pick-ups in the world but just being cubes I think I overlooked a bunch.

The spider cars were scary but they blocked me into a corner and when I respawned, it was on the barrier of a highway so I ended up on my side unable to do anything.

Press Z to look backwards seemed to break at some point.

Having tried the other mechanics, I love this concept. It's solid and has room to expand on.

Bruh. I'll give those another go then.

  • Showing controls seems to soft-lock the game.
  • I hate rotation being on separate controls than movement.
  • Otherwise, a functional tech demo. Looking forward to having more content!

I couldn't figure out the controls, which is an issue as I was going to ask for camera rotation but I see others pointing out about it. Toggling fullscreen kept the game at my monitor size. This is an issue as I have a 3440x1440 ultrawide and the main menus had stuff cropped out. Gameplay seems good if infuriating.

  • Played with a XBox 360 controller. The controls listed X for focus shot but I couldn't get it to work.
  • Seems like having a controller plugged in forces you to use a controller. I've seen other games let you freely swap between controller & KBM.
  • Seemed like the B/boss phase change turn-all-projectiles-to-good-cubes also worked on projectiles long off-screen.
  • The projectiles from the mines the big tank shoots out should be slower.
  • Overall, very good so far.

Going to put this here for folks who have played previously: No major gameplay changes in this build as far as buildings/strategies go. Won't blame ya for skipping.