The angler fish is my personal nemesis.
Also did not expect Subnautica 2 on this Jam but count me in
Yeah we did not make it quite clear but the buffs stack - you get faster, gain more HP and gain more damage. (Your guns change graphics, sounds and all!)
The enemies steadily increase in HP and maybe even in damage (I wasn't programming that part I am not entirely sure)
So you are meant to farm every night or the enemies get out of control.
We are sorry 'bout the thick text. We had it there for most of the developement and when we decided last minute that it is truly bad we tried to make it smaller but we got into sortoff "css hell" and couldn't make it smaller without it moving into weird corners and it was couple hours till submittion and I (The only one who semi-competently understand Godot's "css" had about 7 hours of sleep in 3 days and had no willpower XD)
I suppose we got a little too good at playing the game (since we were playing it almost as often as developing it XD)
So we liked it this way.
We had an idea to add a day/night lenght slider to the settings, but eventually did not do it as we did not think it was that important.
Well. Now we know we should have let you be cozier.
YOU MADE ME DO 3D PLATFORMING XD
Good job making a 3D game. The mechanics are reasonable, but getting stuck on a ledge while dogpiled by a bunch of ghosts was a bit stressing XD.
There should be checkpoints. I died in the ghost-among-us room and realizing I would need to do the platforming again I quit.
THere is no health indication so it's kinda hard to tell if the enemies are doing anything and conversely realizing there are evil and good ghosts I just started shooting at all of them when all of a sudden I died. Maybe one snuck behind me but I couldn't tell.
Lovely enviroments and the ghosts in the rooms gave it life....heh life... and it did not feel like running through empty rooms.
Overall I think it is pretty good especially if you soloed it.
Now look. Tower defense on a Jam is very unique and I commend that.
Buuuuut.
You can just bully the Monkey. My tower line was just Mravs and the PURGED everything before it even got to the map.
The intro cinematic was just amazing, but I would love if the time you spent with it was more put into the game itself. The dice rolling is cool but it is WAAAAAY too abusable.
That would require more effort to be put into balancing and strategy.
Also I still don't know what happens if Monke hits something. Will it add HP? She has -11dmg XD How often does she shoot? Did not test it but it sounds hilarious
A game in Unreal. That description says a lot.
The game looks somewhat pretty but there are a number of issues.
When you are in gnome form and go as much to the right as possible while hitting enemies you just get stuck.
When I transformed to a frog it was kinda janky, but it still worked.
The bat was really hard to control and when I hit a frog as a bat the game crashed.
I can tell you one thing. Unreal REEEEALLY is not good for Gamejams.
I think the game could be good. You have a lot of cool ideas and the visuals are pretty neat.
1st things first. You did not export the game XD
Now I have the power to see your code "EVERYTHING CHANGES!" muhahahaha.
No but seriously. I have no idea how the swapping of spells work.
I played it it and in the first phase I just tried to click the minions as randomly as possilbe so they got mostly buffed and not damaged. In the second phase I just spammed them.
Amazing game especially for a solo guy.
Took me about 3-4 attempts to win.
I feel like especially in the 2nd and 3rd eras if you didn't prep your stats in the era before you have 0 chance to win.
That might be intended, but did not feel good (iirc in the 2nd age you need the personal skill but all you are getting are civilization skills.)
I really liked the textual things you put there. Unfortunately in the later eras I was full focus on stats so did not spend all that much time reading stuff.
But I have rated your game the highest so far.
I really enjoyed this one.
I had to lose twice and each time read a bit more of the rules to figure everything out but that is on me.
I like the mechanics a lot.
I found a bug! - if you craft something at the start of the night it does not flip - I had a living torch in the day and normal torch in the night XD.
I liked how similar our games were in terms of theme. I even think you have the same rooster sounds as we do.
My only issue is the production capabilities of El. He was bottlenecking my progress XD.
I would describe this as an interactive 3D game of life.
It's a pretty cool simulation. You did a cool thing.
From what I gathered - green tiles grow upward. Some green tiles change into reds and reds grow to the sides.
I have no idea what blue does. And black is queue death.
Cannot say much more about it though...
Hey guys,
You got yourselves a really nice looking game, buuut.
I've read the text so I placed cards into the command line and then pressed end turn.
And the map just changed. with no clear indication what is happening.
What I think the game is missing: Every card should visually and audibly process itself - if it deals damage at least make the enemy glow red or something.
The map changing fits the theme, but it makes me feel like I did not do anything because everything swaps.
There is no indication of health, enemy health or anything so its hard to follow whats happening.
Interactables - such as command cards should have some "on hover" indication so you can easily know that you can interact with them.
When I placed command cards or not and pressed the end turn there was not always any real difference.
So I spammed end turn until it gameovered me but I did not see what caused the game over.
I really liked the turn based idea and I would like to see it polished nicely and the graphics are pretty good too.
I mean it was pretty cozy and it was actually finished so I didn't have to mentaly skip over unfinished parts.
That said you hooked me at the start with the upgrades changing the café visually. - so I wanted to try and see what all upgrades do.
Shame the later ones (to my knowledge) didn't change the scenery. Though I suppose that would be too much visual clutter. But at least the beer kegs would be lovely.
Also thinking about it now I had the upgrade screen open for the entire duration of the game -> it was nice it didn't obscure the rest of the screen so I didn't have t oreopen it all the time but it was also a little slapped on -> having the upgrade screen be somehow more part of a screen -> even something like a sign hanging from the sky would be very nice.
That said I still think your game felt "finished" enough so I enjoyed my time in it.
Not bad. A little short on things to do. But I suppose it nice and chill that way.
Some people mentioned that hgihlighting the clickables would be nice and I agree,
tho you did mention them in the tutorial so it wasn't too difficult to figure out.
Overall I kinda miss something extra to do like in the Little Rooftop Café by Charlie Gray.
Having some simple shop/upgrade system would go a long way, I think.
Visually well put together. I managed to get to the sneaky button in the cave area to open two of the gates that were in places. There was a counter at some point that stoped at 39 and I didn't understand the purpose of it.
I don't think it was for depositing the bugs you caught or at least didn't get the vibe that it did.
Platforming mechanics were almost perfect. I would prefer snap movement when turning rather than slipping back for a moment. Using the net mid-air has bizzare parachute-like effect but I kinda enjoyed it - felt unique.
Overall great job