Thanks for playing! Really fair criticisms here — we wanted to make sure that players couldn’t camp with their shields which is why the “ammo” bar works the way it does. You can recharge your bar though by not using your shield and having the polarized bullets hit the shield, which is admittedly a little hard to remember to do in combat (and also not something we properly instructed players to do). Good things to work on in the future!
Evan McRae
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Yeah, we wanted to make waves 5 onwards harder but I think we went a little too hard lol. I’ve definitely noticed the spike in my own play-throughs post jam. Definitely something we’ll fine tune if we return to the project!
The fish heal you for half a heart a piece; that would be good info to put in the jam page for sure. The scrap were meant to be currency for a “Scrap Shop,” but the shop got scrapped and so they’re mainly just score points… except the counter is also broken in the jam release so they’re exceptionally meaningless!
Thanks for playing and see you after break!
Really cool concept -- love how far you can expand your colony from just a simple "picking up leaves" mechanic. Reminds me in some ways of Cookie Clicker but with a bit more manual management. Though I couldn't keep playing until the end game, I can tell how wild it would easily get given enough playtime. I do wish there were more things you could buy with leaves (perhaps decorative stuff to turn the island into your own?) but what you have already is quite satisfying to build upon. Nicely done!
This is really charming! I do wish there were a little more gameplay meat and bones here (perhaps a puzzle challenge where you design the terrain that'll take the climbers from predetermined points A to B) but as a sandbox it's fairly fun in its own right. Especially impressed with the terrain raising/smoothing and climber AI. Great solo work!!
Ahaha all good, glad you enjoyed the TD aspects nonetheless. I’ll have to check out your spin on the ant theme!
Yeah unfortunately we did have a bug in the released build where dead ants could be killed multiple times which would reward points each time. So that was especially powerful with the Xploder tower where ants would get practically instakilled from all sides and reward more XP than other towers, assuredly breaking the economy. Lesson learnt — we’ll have a fix up after the jam. Thanks for playing!
Thank you — we had a lot of fun coming up with that backstory. Yeah, the Xploder was not meant to be that overpowered; there was unfortunately a bug in the released build of the game in which dead ants could be killed multiple times and reward extra XP for each kill. Post-jam we should have a more balanced (as intended) approach to the game’s economy available for play. Glad you enjoyed! :D
The scaling grappling hook is a pretty interesting concept, just unfortunately not the best execution here. Had you been able to refine the movement mechanics and extend the level design, this could have been a pretty charming meme platformer. Good on you for submitting what you had in time (especially as a solo first-time dev!), but I'd suggest trying your hand at some more game projects and perhaps finding a team to work with next jam so you can get the hang of things better. Looking forward to your future stuff!
I thoroughly enjoyed this one -- it took a little bit for me to find my bearings with the movement tech but it's a super fun game loop once you get the hang of it (my high score is 61999!). Great use of the scale theme and really slick execution! Charming character/world design, too :)
Here's a couple tiny suggestions/issues I noticed for if your team plans to continue work on this game in the future:
- A quit button on the main menu would be nice since this is a desktop download
- The volume slider on the main menu uses default Unity assets while the one on the pause menu looks more in keeping with your game's style -- I'd suggest applying the pause menu version all around
- Pausing/ending the game should also pause looping sounds (music and beep indicator for eviction notices)
- Your final score on the game over screen differs by a couple points from what's shown in the top right
- Clicking while in pause/game over screen (on or off of selectable UI) shoots your gun ingame
- Automatic reloading feels like it could be implemented in a clearer manner -- I didn't understand that when I had 0 ammo I could still take another shot after a few seconds
- "Charge" is slightly confusing language for the "big mode" mechanic -- I thought it had to do with me charging up my gun or something so I didn't realize I could enter big mode until my last few (best) attempts
Cool concept, but I found it really challenging to know what the correct cloud was that I needed to hit and the movement mechanics felt very unforgiving for any slightly quick/slow reaction time. For the latter problem, I would suggest implementing input buffering and coyote time (standard player assistance features for platformers, which I would consider this to be) as well as making it so pressing space outside of a cloud does not freeze your horizontal movement. For the former, probably just clearer pathing/level design would help things (I do see you added a guidance light feature, but it was too quick to persist in my mind). Good work overall and especially for a 2D game in Unreal!
I should also note that I encountered a bug in level 1 where I did not reach the height from the soap bubble to the last cloud, so I landed instead on the terrain to the right side and managed to avoid the rising water. I was basically softlocked at that point though so I did have to jump off and die on the ground, but it felt like an area I shouldn't have been able to access.
Super clever concept and really strong execution!! Loved the sound design and art especially, but the gameplay is really compelling and expandable (great for a scale theme!). I did struggle with health management, but my weapon literally growing as I went along helped make sure I wouldn't be overwhelmed. Spin combos were really fun to pull off too! Excellent work for the jam and I bet this would make an awesome future indie release given enough development time.
Only a few bugs to note:
- Sounds may stutter/repeat between scene transitions
- Tutorial dialogue text doesn't pause reading when you paused the game
Also I do think the hitstop effect could be toned down a tad -- the more enemies you had around you, the more choppy and broken-up the combat felt.
Thank you so much!! Unfortunately there was a bug in the build we released where you could rack up extra points for your towers killing already dead ants -- we caught it just a couple minutes too late to fix, so the unit/upgrade economy is definitely a little more broken than intended. But we're glad you enjoyed your reign of ant terror anyway! >:D
Pretty clever concept! Unfortunately, most certainly due to my lack of familiarity with the original Superhot, the puzzles became difficult to the point of impossible for me to complete since the hero felt so overpowered against the henchmen. Nonetheless, great execution and best of luck in the jam!