Really fun game! I feel like it was hard to keep the deck size under control since there's not really a way to get rid of cards besides playing them and getting more cards (which I may or may not want).
A few QOL features that may improve this would be a deck view to see what you already have, a choice between X or Y for some cards (I didn't need nearly as many piers as I kept getting), or some way to destroy a card without playing it for a cost.
Micah Erb
Creator of
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Thanks for the feedback! This was part of a jam and I didn't have any time to test optimization, so its helpful to hear how it ran on other computers. I know there's some pretty easy optimizations I can make (nanite, level streaming, etc.) so I might make a "remaster" of sorts with those in the future.
Good job with this! I loved the setting and the mechanics were interesting, a very cool implementation of the restriction. One bug I found was that after restarting from the pause menu I can't stop shooting (WebGL build on Firefox, lmk if you want more info). Also some of the walls can be passed through.
My only critique is that is can be difficult to engage with enemies when attacking means getting pushed away from them. It's also hard to dodge since that wastes precious ammo and makes it harder to aim properly. I think this game could be improved by having two shooting options, one bigger with more powerful knockback and one weaker with smaller knockback (mapped to each mouse button). This would allow for more movement options (big move vs small strafe) as well as allow the player to take risks when attacking (big attack but fly away or small attack and stay in range).
Overall, this is one of my favorite of the jam so far! You had a good concept and implemented it well. Good job!
Cool game! Just to let you know, I ran into some rendering issues while playing (screenshot below). I'm running in Firefox on a Mac with an M2 chip and Sonoma 14.4.1 in case that helps. I assume that the graphics worked fine on export and I know the build process can be tricky, so I won't make this problem affect my rating :)
Great job on this one! This game had excellent difficulty scaling and taught the mechanics well before moving on to more complex concepts, something that tends to be overlooked in jam games. It was fun and challenging, implementing the themes of the jam well. My only complaint is that there isn't more. Well done!
This reminds me of the booster jetpack from Cave Story! I think the triangle boost needs to accelerate the player at a more consistent rate rather than blasting them off. On the flipside walking left and right should have a much faster acceleration or maybe just a set velocity. I'd recommend following some tutorials on platformers to see how other people address these issues.