Really great game, I liked the music keeping the tempo up. I would have liked to be able to pan the camera somehow, I keep running into asteroids that appeared out of nowhere. with some practice it stopped happening but I feel it would give me more situational awareness.
I enjoyed this take on the theme. I was constantly making moment to moment decision about whether to prioritise moving my current focus towards the M.O.L.E or to get what I can from it and move onto another one. A really well put together game.With the gem asteroids appearing to take my focus off whatever I'm doing to get it as large as possible was also an excellent touch and mixed up the gameplay.
Really well done, I'm very impressed by the great gameplay loop you've created.
ImABigNerd
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That's great, Good work on getting it done in the 48 hours.
The controls could be a bit tighter, it sometimes felt like I was getting stuck on nothing.
Not to say that it at all stopped my enjoyment, this was a great little game. I'm, very impressed, this was a lot of fun.
Well done on getting your game in!
A fun game, my best score was 3000.
I'm not sure what was doing damage to me sometimes so there might need to be some extra visual clarity,
I liked how there was an opportunity to recover some health. It made it a lot more fair when I lost some health to something I felt I couldn't avoid.
Great little game, Well done!
This looks amazing, I'm particularly impressed by the quantity and quality of your levels.
There were a couple of difficulty spikes. I had to go back to level 4 after figuring out the splitting mechanic in the following level for example.
You take this mechanic a lot further than I would have expected possible in a game jam.
I also liked the bonus challenges in each level it makes the games feel above and beyond.
Impressive work and well polished!
Incredible opening, that was so far beyond what I'd expect for being able to be finished during a Jam, well done.
There is a little bit on jankeyness but I didn't feel I could just cheese any of the puzzles so that's some good design and testing. I'm very impressed overall,
I particularly liked all the variety goblin builds available.
This was a really good effort, well done!
Loved hanging out with my flock of ducks. Really satisfying to gather a horde, which does protects you while you charge at a hunter and annihilate a hunter with overwhelming quantities of bird strikes. When a hoard gets really large it can fell like your revive range is a little small when in order to pickup fallen allies you need to have a hunter inside of the flock, so increasing the pickup range with flock size could make it feel like an exponential power growth.
Exceptional work from this team, well done!
My highscore is 1160. Really exceptional Sounds and animations, I particularly like the laser eye tower. Maybe an option to allow you to restore some hearts at your campfire would give a reason to leave some path open to your campfire as currently there isn't a reason to not surround it with an impenetrable defence and just circle around the outside. Enemy variety could make the game more interesting if you were suddenly stuck with a slow character that couldn't as easily outrun the bullets would spice the gameplay up.
Great job on putting such a cohesive experience together!
Great work on the visuals the telegraphing of the snake's entry is particularly good, some really good squash and stretch. The snakes themselves are also excellently done, with the screenshake and the particles whooshing past at incredible speed is really effective for making them feel like they're going to do more than just take a bite out of you.
The first level is a great sort of tutorial introducing to the ways the snakes can come in from the sides as well as a group taking out a bunch of bites at once.
I think the second level is the hardest, it can be a little unclear where snakes are going to be when there are multiple attacks being telegraphed in the same place, as the snakes can cover up the indicators for where the next one is going to be.
I think the music is a great fit and I was jamming along to it while playing the levels, at it feels thematically in line with the goofy looking snakes.
Well done!
Making things rotate in the right spot is always tricky, it's quite satisfying to zoom upwards in the level. There isn't much of a game here yet but you've laid a good framework and getting those first elements to interact is a great stride in the right direction. I look forward to your next years submission and good job on your speedy efforts this year!
It looks great, the stretch and squash on the cannon with the huge plume of fire make it fun to shoot. It doesn't feel like there is a lot of strategy to the game and I'm unsure how to play better. Despite that I feel very proud of my high score of 45. I'd like to see more elements indicating how I'm doing like an indication of how long before the humans have before the explode, I think that would add more decision making opportunities. I also liked the UI you've created, the high score tracker makes it all the more tempting to have one more go to try and beat your best score.
Good Job!
My high score is only 5 :(. Enjoyable game and the controls are immediately clear. I didn't expect to relive my hatred for that stupid bird since I uninstalled flappy bird all those years ago so this was quite nostalgic. 2 suggestions; the ability to cut out a gap anywhere along the pipe would make the controls feel more precise. Maybe making the bird not jump when they're very close to the pipe would make the game feel more fair as I often hit the bottom edge of the top pipe at the last second. When I do die I like how the bird wobbles as they hit the ground, it's very cathartic seeing that stupid bird eat it after ruining my run.
Great Job!