Oh, that’s a neat idea! The spawns still are a bit janky, and sometimes if you kill the enemies too fast it takes a long time for them to spawn back, which definitely is an oversight on my end. Thanks a lot for the feedback!
Giarettini
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Yeah, I’m still not sure how transparent the recipes should be. I toyed with having an entire recipe book available, but I felt it took something away, but also I feel it might be a tad cryptic as it is. I’ll have to keep thinking about it I guess. Thanks for your feedback. PS: Just in case you didn’t get them (it happened quite a bit in testing), if you hover an item in your inventory, a panel pops up telling you what recipes it’s good for, maybe that can help if you hadn’t seen them
Found you in the Sudaka Games discord, really liked the game. As someone who has made games that aren’t super easy to understand right off the bat, I think a good, deep tutorial would go a long way. Once I got most of it, I found it to be very interesting, it combines the puzzle of moving and picking the right spots to hack really well with the goal of getting everything. I think making the “main log” screen (lower left) either a bit bigger or less cluttered would also go a long way. Great job, keep it up!
I found the whole idea to be super ambitious, and the control scheme to be really innovative. I did struggle to understand what I was supposed to be doing at first, but I eventually got the hang of it. I also really liked the addition of the supplies, as they make you go outside the tank and experience that part of the gameplay before the wyrms show up! Great job!
Edit: Idk how I forgot to add this, but it looks amazing, and it’s incredibly impressive you managed to make it in only four days!
Hi, just signed up to the jam and love the concept, but I have a few questions. First, do we only get 1 asset or is it a set with which to make our game? In case it’s the first, can we then make extra assets ourselves or can we only use the given ones? Lastly do we or can we know if the assets are 2D or 3D?
Thanks so much, hope my questions aren’t too dumb
Wow, I had never thought of the horizontal mouse motion, but it sounds like it could be really interesting! I kept the movement more restricted because I liked some of the uncomfortability, but I did get that note about diagonal movement during testing as well. It was more down to preference I suppose. Thanks a lot for the cool ideas, and I hope you enjoyed it!
I really appreciated seeing a more narrative game here, as there are usually few in jams. The starting sequence was great, with some pretty good cinematography. The visuals are good, and even more impressive considering the amount of stuff you got done in the jam’s short time. Only problem for me was the camera controls, which were kinda finnicky. Good job!
I had to come back to the comments to see whether someone had figured out the gameplay, and I’m glad I did. The gameplay is still a bit hard to understand, and there are some bugs with grabbing the objects (I think), but nevertheless, I’d be lying if this game wasn’t fascinating. From the artstyle to the language investigation aspect, to the puzzle itself, this is an extremely creative uncut gem.
Really cool take on the theme, I think it’s extremely unique. I found the puzzles to be quite hard, but not unfair, and I think there’s also a lot of space for further design. One thing I could think of adding would be a small guide at the beggining, because while the concept is easy to grasp, knowing what to look for at the start would make things easier to get accustomed to. Good job!
I really enjoyed playing this game, the level design made really good use of the base mechanic without being overly complex, and the game has a lot more design space if you wanted to go further. It kinda reminds me of a Chilean game called What lies in the Multiverse. I think there might have been a way of making the goal a bit clearer without losing the confusing maze feeling, but I don’t fault you, having had 2 weeks to make it.