Very glad you like it (and that the atmosphere was effective :D), thank you so much for the kind words ❤️
Dave
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I love the art style, reminds me a little bit of Pizza Tower and some older flash games during that peak era, and the music is very nice and fitting. It’s a little tricky to create a tutorial for this game within the time of the game jam so I was a little confused on how to play, but I got there eventually.
On my first play through, there was a bug where I won immediately for some reason. I’m on Chrome. I can help out with debugging if need be.
A lot of my time was spent walking around, it felt a bit sluggish to me personally so once I got going I found it a bit tricky to win.
Well done on the jam 🔥🔥🔥
Really nice game, I love the aesthetic and the different endings and their effect. For the simplicity of the soundtrack, it still does quite well at evoking the feeling it needs to. The art consistency is also great, utilising a similar palette for the different frames.
Maybe it was just me but having more visual clarity on who the characters are would help connect them to the dialogue a little better.
Stellar work 🔥
When sending the game to some fellow friends who didn’t participate in the jam, some of them mentioned the up arrow usage and realised it actually heightened the tension for them since it became more difficult, and maybe a little bit more punishing. I think depending on who you ask it could be a different opinion but yeah, definitely something I have to look into a bit more.
Thank you so much 🙏
I’m really sorry to hear that and I have no idea why this is happening since I can’t replicate it on my end. For now, the download files for the builds would be the best option if you would like to play the game on your end.
Out of curiosity what system are you running the game on? Is it an old operating system, or CPU / GPU perhaps?
Really sorry about the inconvenience
Thank you so much for the detailed feedback, I’l try address everything.
In regards to the zooming, it is possible to zoom arbitrarily using RMB (right mouse button), in this case maybe providing a UI element that displays controls might make it easier for everyone to know what they can and can’t do in the game.
The crouching is definitely quite fast and can be a simple fix to the tweens that I use to move the camera up and down. Something worth considering is that an auto crouch had to be developed to fix a few of the player collision related issues we were having (such as jumping out of the engine room and fitting through the holes to each area). By slowing it down we could potentially have the camera clipping inside of the walls for a longer duration of time, one way to fix that is possibly to preemptively crouch before approaching those narrow spaces. It’s good to know regardless, thank you for pointing that out.
The continuity in the story and real direction is definitely in need of work, in all fairness 72 hours doesn’t provide a lot of affordance for that. We can definitely make a greater effort on that in the future but I think we made the right choice by focusing on creating a tight gameplay loop first.
My personal answers for some of your questions: The systems are maintained until the timer counts down to get “rescued”. The area past the gates is inaccessible but we wanted to fill this space in, maybe it gives the illusion that the area is accessible :( . It is implied that the “thing” on board is dealing the damage to the systems, which wears out the door’s ability to hold it back (but I can argue that it wouldn’t make sense for the engine room to break if the thing is at the door). Plugging the power cell in at the door winds the door closed, but I think adding something like a meter / bar in combination with the door would have helped to provide a more intuitive understanding of what happens.
I agree about the subtitles, definitely getting that in there in a polishing stage.
I’d fix these things but I’m only fixing game breaking bugs and not impacting gameplay, at least during the rating period of the jam. Very thankful for your review, I’m glad you gave our project so much feedback ❤️
This was one of the first games I reviewed a bit ago, and I really like how quickly difficulty ramps up here. A very interesting concept, and the effects of the disasters gave quite considerable pressure. Turns out I suck at using arrow keys damn
I think it would have been supported much better with more sound or music work but I enjoyed the experience nonetheless. The upgrades were nice and helpful, and you can quickly improve at the game.
Many other submissions utilise power (including mine) but you pulled it off in a unique way by providing a unique input mechanic. It’s very clever since you quickly hit your skill level with your reaction time and quick thinking, any faster and you start to make mistakes, so the game stays inherently challenging enough while not being impossible, and you move at the pace that suits you.
This is really clever, well done! 🔥
Thank you SO MUCH for the feedback ❤️❤️❤️
GTFO was a massive inspiration for me personally, very happy you picked up on that haha. I love the terminal system it has, and reading logs and doing uplinks was a big push for me to do a game that revolved around that. The rest of the team was inspired by games such as Lethal Company, White Knuckle, Iron Lung, The Forever Winter, Half Life, Still There, Space Haven, as well as old school Apple terminals and Iris valves from Alien.
Very glad you enjoy the atmosphere as well :D
Thanks for letting me know about that web build camera bug, that has been patched now, and I’ve updated the description with a message about the update. The team and I will definitely keep that in mind for future jams, since that’s a little bit embarrassing haha. It’s crazy because we started developing the game with Godot’s “Compatibility” mode, totally expecting that it would be designed to work well on web, but oh well 😅
I think snoodle was responsible for the ultrakill reference 🔥 (update: we don’t know how the ultrakill reference got in there nevermind 😭)
Thank you so much!
This game could do with a little more work on introducing the gameplay. Tutorials are notoriously difficult in game jams, so I understand you had to do what you did with the time constraints, but I didn’t know about shoot mode until I died 5 times trying to build tunnels. I’d say the meteors start off a little too quickly.
The art style is consistent and looks very pretty though. It’s a foundation for a potentially very interesting game, and if you continued adding art assets as well, it would be quite nice!
I thought I was supposed to build on the surface and didn’t realise I needed to branch off the tunnel on the side.
Huge effort on the jam though, congrats 🔥
Very nice polish on this one 🔥
As a web developer I appreciate the use of web tech for this game. The switch ups are nice and remind me of an aptly titled flash game, “This is the only level”. It feels satisfying to play, as well, and I love the little details such as the particle effects, screen shake, UI animations and SFX.
If I had a more serious complaint it would be that the right hand side of the screen could be more aptly used or reduced in size.
It doesn’t involve the defence theme (which I would have liked to see your take on). I also don’t think the idea is super original, but it was definitely executed on very well.
Congrats 🎉
This genuinely slaps, I did not expect the turret impacts to be so INTENSE and powerful, made it very fun to shoot down the elves.
Music and SFX was great, gameplay was great. To better fit the limitation I think the elves could steal the ore instead of dealing damage.
Other than that, quite a nice game for the game jam, congrats 🎉
… and …
ROOOCK, AAAND, STOOOONEEE!!!
Very strong entry to the game jam, very fun to play once you get into it and the graphics look very nice.
Music was pretty interesting but I’d love to hear more sound work considering the polish that has gone into every other aspect of the game, from the UI to the power ups. Even the visual branding on itch.io served the game very well.
Maybe the game starts off a little too slowly, I had to stick with it for a while before I could start to enjoy it. At least the game is very easy to learn to play, its clear that shooting reduces the health by one and you get regenerated ammo when some enemies drop ammo or you restock it.
Well done, super strong effort 🔥
The music is charming and I understood what to do when the lights started breaking which indicates a nice learnability of the game. The tutorial at the start is a little bit confusing, lots of text that you have to process all at once.
For some reason the mini game was quite janky and had inverted my controls? (move up with left, move down with right?)
In the future some more detail in each of the rooms would be quite interesting, I understand the constraint of the game jam’s 72 hours though.
The music was very nice, I loved it!
A strong game jam submission, dope stuff 🔥
This game is a little bit fun but needs a bit of polishing. It is a little frustrating to play and I was only able to pull and not throw objects for whatever reason, but it was fun seeing the little physics demos like knocking the balanced platform over with all the objects tumbling into the enemies. I also liked the little cart but given I was only able to pull it was a little frustrating to use. I also don’t like the influence the bullets had on the objects, having the cart speed up and then immediately lose it’s movement was a little sad.
I would also like to see an indicator for the telekinetic power (how much I have) since I wasn’t sure where I could see this information. I saw one of the other comments and supposedly it is implemented, so definitely make sure the scaling works.
Would play this game again if there were more large-scale tumbles of objects wiping out crowds of enemies etc.
Despite these setbacks, well done regardless!
This game seems to have some bugs with the level loading which makes this a little bit frustrating to play, and I think for people who don’t know how to solve the puzzle the time limit is a little bit punishing. With that being said there is definitely room for improvement and this could be the base logic to a nice puzzle game.