This is a cool idea for a puzzle game. I found it a bit tricky at first but once I learned to use the glow of the stars as a guide I got the hang of it.
Audio would really elevate this to another level but fun none the less.
This was fun. The pocket of space looks cool and the mechanics are quick to learn. I like the risk/reward of throwing the spike and having to pick it up before you can attack again.
I'd say a bit more reach on the default attack would feel better and maybe some less calming music but maybe that plays into the aspect of it being a void.
A fun game that feels frantic and makes you want to do things as quickly as you can against an ever ticking clock. The tutorial text felt a bit heavy but I understand the need for them in a short space of time to develop.
I did get into a bad state after not reading how to drill and pressing space a few times it looked like it was reloading the current planet I was on and duplicating the music. I restarted and learned to read properly, the drill minigame is quick and fun which is a great balance for minigames I think. I finished it on my second attempt :)!
Really nicely polished, nice one. An intriguing narrative kept me going but a slip up at 380m killed me :(.
Decided to switch to headphones with the light off, I was sweating a little. Great atmosphere.
Actually I remember seeing this one early on in the discord and thinking it definitely had the "Void" factor!
Haha I'm glad you had fun. Trawlers work hard so they earn themselves a right to a little fun spacing around!
The hooking isn't implemented that well too be honest it was just "good enough" with everything else I needed to do. In short there's no physics just a line renderer a vector maths, happy to go into more detail or I'll just post the repo directly if I can ever be bothered to upload it :D.
Edit: It was a little quicker than I thought so here a direct link if it helps: https://github.com/WinterProgramming/Trawler861/blob/main/Scripts/Ship/tow_line....
Really nice art and fun to "master" (I'm bad at platformers). It'd be great if the camera gave a little look ahead based on player velocity to try and succeed in a challenge first time.
If the void/normal transition was a little bit faster it'd feel better when fixing your mistakes mid jump but maybe that's the point and would detract from the challenge.
Thanks for playing and the great feedback. My vision was to flesh out the combat in such a way that the player would want to craft shields against sword heavy armies, to reduce damage and have a chance to block. As well as craft swords against armour heavy armies.
Unfortunately my levels didn't really work out that way haha and I didn't put as much time into design as I wish I had.
It was more of a "slap numbers into it and hope for the best" kind of creation. I saw your game a few times on the discord and really liked the art. I'm hoping to give it a try when I've got some time.
I like the interactive main menu. A really solid fun game, I had trouble seeing that the left hand side UI was for recipes, maybe putting an "=" after the item before the ingredients would hammer (no pun intended) the point home.
I did 7 days. You've got a really nice balance of hectic and feeling like you're being super efficient. The pulling/snapping of rope is oddly satisfying!
This is a really cool idea. A game with multiple phases it no small task. Love the switching in perspective!
Maybe I didn't get far enough (or missed it) but if you were able to have a brief recap of the painting you were trying to forge that'd be great for fish brains like mine. There's also a fair amount of tutorial text to take in all at once.