Sorry to hear the control scheme led to frustration :(
The ship is supposed to keep moving under its own momentum. W is more like increasing the throttle level and leaving it there. Doesn't mean that was the right decision though. I can see why it'd be better to have more control over the ship!
lethalgem
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Great mechanic with the scaling machine! I also though the presentation and level design to limit where a player could go were nice :) The puzzles did seem pretty straight forward though. More like following a specific path rather than puzzle solving. I'm sure in a longer jam, the levels would have been brain ticklers!
So cool! I was racking my brain each reset to figure out the best spots for the sponges. I really enjoyed the challenge of thinking about how the sponges already placed would grow and how I could balance maximizing their size by not blocking their growth while still placing all of the square sponges I needed to.
Great concept and execution!
Man, these shaders are putting in work! The visuals are fantastic. From the CRT filter to the subtle warping at the edge of the screen, to the little hats the botty's put on when they have a job.
I really enjoyed the game! There is a lot of potential here. By the time I finished up the last level, I felt like the game was just opening up. I wish there was more, I was just getting started! The only real critique I have is the speed of the bottys. The slow speed lets you be very precise which is nice, but once I've formulated a plan on how to tackle the level, it just ends up being a waiting game until the botty hits the spot I need to change command. Perhaps a fast forward button would aid here? The player could speed up until they need the precision and have it return to normal speed.
Also thank you for sharing the source code! Ended up downloading it and playing from godot just so I could check out the project structure.
The upgrade system was truly satisfying. Thanks to your tip about upgrading the lower cards first, I felt significantly stronger after every encounter. It would have been cool to see a popup or some information on what the enemy chose to do that turn. I found myself scanning the screen to see if they had hit me, or healed, or maybe just passed on their turn (not sure if that's possible, it felt like it was).
Fun game! Great work :D
The animations are splendid! And thank you for the comprehensive settings menu. It's a lot more than most submissions :D I had some trouble figuring out exactly what buttons to press to follow the recipes (ex. press e after dropping off the ore at the smelter), but once I did it was super easy to get rocking on making some weapons and armor!
The shader work is great and the little touches like the changing beard color even when deselecting a dwarf was great!
No performance issues on my end except at the very very beginning :D
It was fun leading a big group around then just holding down the special attack and watching them all drop one by one. For multiple levels I spawned right next to the portal. I'm sure that wasn't intentional, but I enjoyed the fast progress I got from it.
I have a couple of questions. How do I get armor? And is there a reason that the max health is 80? Not complaining in any way, you just don't see that very often :)
Managed to get a 168 high score :)
The game is well executed! It was cool slowly discovering things like prepping the dies with molten metal and storing extra metal in the crucibles. Plus it was fun just rearranging the forge layout how I wanted. Is there a way to take a piece out of a form? Each time my run would end because I'd accidentally put a handle in the wrong form and there was no time to fix the mistake.
Also the addition of multiplayer is awesome. This style of game really shines with multiple people and multiplayer support is something you just don't see much of in a game jam.
Wow. The visuals are stunning, those shaders are really putting in work! The audio is great and sounds effects are well mixed. And the gameplay loop is super fun. Watching the forge upgrade, the shadows on the planet from materials, being able to see where asteroids and the forge are off screen so you can just throw the materials to the forge, it's really the whole package. It's clear you put a lot of thought into this, excellent job!
Definitely felt some performance issues early on that ironed themselves out. In the end it's a game jam, so I feel like that's to be expected.
I appreciate the cutscene at the beginning of the ship flying in. You don't often see that in jams and it's a nice touch :) And I got to see it a lot thanks to the hardcore wildcard and me not realizing you need to take the resources back to the forge to make turrets. It's a neat concept that I can definitely see the potential of. I'm not sure I've played a tower defense where the player has to gather the resources and take them back home before. I felt a lot like a worker in Age of Empires, which was a cool new perspective to have.