Cool game with a lovely atmosphere. I’d have loved to see it taken further :)
Dan
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I’d look at more dynamic visuals, maybe with some particles, responsive environments etc. just to make the jumps have a bit more oomph. It’d also be interesting to iterate over the jump and the general physics of the game.
I had a look at the form but I don’t think it’d be able to give a meaningful response - I’m not the target audience for this kind of game, I just appreciate the effort and taken to make it.
Very very interesting premise and great style. My only complaint is that with the depth of the gameplay and the base rate of tomato growing, it doesn’t really feel like I have that many interesting decisions to make. If picking is good but falling is also good, I don’t feel anything when one of them happens. This definitely has sauce though, and could be expanded quite nicely as far as I can tell :)
I knew that people would have the same performer/tomato idea as us, and I was curious to see how they’d do it :) This is a really creative and interesting gameplay loop! As another person said, being able to be hit only by four tomatoes is quite limiting. Perhaps you could make it so that health regenerates slightly, so you have multiple opportunities to gather a high score (but you must be careful not to go overboard!)
I don’t think youre a serious exception - both Grant and I found the game to be endlessly playable as devs, so we wanted to add more fixed tutorial levels and a simple difficulty curve, among other things, but we were too slow to come up with a workable concept! Regardless glad you enjoyed the fundamentals, and thanks for playing!
Thanks for playing, and thanks for the feedback! We designed around eventually adding a table that the ingredients would be nicely laid out on, but we barely made it to the finish line in time, so that had to go unimplemented. It’s a similar story on the “rules met” cue, but we also thought that it would make the game too easy. Ironic considering the rest of the comments!
It’s quite difficult to use because there are times where there just aren’t really enough asteroids in your view. In terms of feel, the changes in speed are too fast and a bit jarring, and there’s a bit of inconsistency in how fast you go when you reach the asteroid. Going fast is pretty fun though, when it does happen. Maybe a bit of steering control after grapples might help in giving movement some more depth?
Interesting idea, but personally I would have like a fast-fall button for those slow changes in direction at the apex of the jumps. I also felt that the gameplay is a bit too mindless as it is at the moment, since half the time you can’t even really react to milk - a good strategy for getting it is to just strafe left/right.
Great concept!
I’d have like a planet preview to see how large the gravity fields are ahead of time (unless they’re infinite but weak at distance - I couldn’t really tell). I also hoped that I’d be able to destroy planets after placing them, but I think not doing that might make for more interesting gameplay anyways.
Really cool and interesting mechanic, as well as a pretty clean and cohesive style! I think it would have been nice to see upgrades to the existing modules (increased grabber mobility or firerate), and maybe the separation of controls - both systems work on the mouse, but it would have been nice to control the grabber independently from shoooting. Maybe some short-range autoturrets would be cool, and cheap empty blocks to expand the ship!