Yep, the harvesters generally all extract faster when covering multiple resource tiles. Sometimes it's not obvious because the transportation blocks have limits on how quickly they can transfer materials too.
DereferenceMyPointer
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Wow! Really pleasantly surprised by this. Really impressive how well everything works for being a jam game. Definitely has some scaling and balancing problems - but for this kind of game I think it's better to make the player become a god too easily than make it brutally hard (for average player enjoyment purposes). My recommendations for if you keep updating this: look at how Mindustry does combat balancing. Air units vs ground units, slower and higher damaging turrets to deal with tankier enemies, turrets that are really good but miss air units, etc. All good reference material to think about.
I like the atmosphere and aesthetic, and I think the concept is fun. However, the camera clamping and angle make this very difficult for me to play. I also don't think the concept is too well related to the jam theme. Overall though, it's a cool game and the vibes of wandering around a dark museum are effective and well done.
This is thoroughly unhinged for this kind of jam. Feels barely related to the theme, but it is also just an entire detective game. The dialogue is also very up and down in terms of quality, with some of it being very good and some of it being grammatically incorrect and having spelling errors. Can't help but be a fan of the level of detail and sheer amount of stuff in it though. I also do really enjoy the visual style. Overall, really nice product for just a few days of work!
Really cool! I love like the animations, especially the floor changing animation, and I like the music. I think it's kind of interesting that the upgrades make speedrunning easier but also makes it a bit harder to control. Once you learn the rooms it's pretty easy though, and there is some jank (expected for a jam gam). Overall, I liked it a lot!
Yeah, I've found there to be some issues with Godot's play-in-browser export. When I play in browser the music starts late, but everything else works perfectly (in Firefox). I appreciate the comment on the music!
Edit: I know a friend of mine was not able to play it without input issues on Opera. So those of you reading through this may want to keep that in mind.
Thanks for the feedback! Yeah, the sounds being constant can definitely get annoying. I tried to tune the more bothersome ones down quite a bit but it probably wasn't quite enough. I was really worried when I only had the two saws at full volume at first. It sounded awful lmao
On the unintuitiveness: I really wanted players to have to experiment with the different items in the build menu, so I left a lot of the descriptions a bit vague for that reason. I think the most unintuitive part is that the mined resources don't go to you automatically; it may have been good to include a pop up or hint in the game itself to clear that up.
Man this is so cool and such an interesting idea. Everything about this great, but moving the window around and resizing it is just kind of clunky and awkward fundamentally. Makes this a great jam game but not something I would want to play more of. I also agree with the others that the resizing sound is pretty grating. But the concept is really cool and innovative, and it works!
I really liked this game! The concept is unique and well executed. It felt like there were multiple ways to solve each level, but there was still some thinking necessary to do so. The atmosphere is super chill and works really well with the game. Overall, I really liked it! * I do agree that the launch button should also just restart automatically.
Instructions unclear. Talked to a coworker and they started shooting at me.
On a more serious note, the concept is cool but I had a hard time with the presentation. The little intro cutscene at the board room was good and the sounds are pretty satisfying. I wandered around forever trying to find my "personal office" and didn't figure out you could interact with the crates by clicking on them until a few minutes in. In other words: I like the concept a lot, and the execution is good, but a little more clarity and direction would go a long way.
I really like the concept! I've been working on projects in the infinite-builder genre so it's fun to see someone else's take (on a limited time scale). The art is nice and I really enjoyed the tower placement animation. The automation aspect is also cool and it's fun to watch the guys run around and do your work for you. There also some nice personality to the actual build items. Things I'd like to see: more tower defense elements, more expansion, and a cleaner menu (have the menu close by clicking "build" again, for example).
That was really cool! The controls are smooth and the visual effects and sound are satisfying and fun. Very reminiscent of snake in a somewhat new way. That being said, it is a bit easy and there doesn't seem to be any kind of depth to the gameplay (especially since you can't really choose or optimize the upgrades), which would have been nice to see. Also, this doesn't affect the way I view the game, but I started getting some pretty serious stuttering at around 20k score.
Really cute style, but definitely not quite complete. I would personally always try to make a menu and pause screen for a game jam. I think the physics-like camera movement is really cool, and the simulation aspect feels pretty good as well. If you had these in conjunction with a clearer goal or more developed controls, like in some of the more popular 2D driving games, I think you'd have something good going.
Yeah, I maybe should have explained this earlier but the web-client build for some reason didn't scale the same way as the executable. So, for instance, the web one actually cuts out your health counter, so the game is much harder and makes much less sense (and it already made very little sense to begin with). It might be a little bit overly difficult regardless, but the boss is definitely possible to beat. At least, in the executable version.