Ah! It could just be very slow loading... we didn't have time to optimize the scene load where the procedural generation happens. It takes about 5-10 seconds on my local machine, but I could see it taking longer on some hardware.
necrosaint
Creator of
Recent community posts
Just amazing.
The aesthetic is great (though I see using existing assets). But the concept is what really grabbed me. Fantastic take on the theme and such a great way to incorporate dice thematically and also to play with randomness. The world is a lot of fun, the controls are great, and the game is very intuitive. Great work!
To give some criticism, I found the auto fighter to be a little slow (much better than doing it myself though). Maybe just speeding things up 10-20% would help? And having to move all of my recruits 1 at a time is a bit cumbersome. But I really enjoyed this one!
This is a neat game! I like the concept of dice rolls to determine what buildings you can place. It's always fun to play a city-builder in game jams too!
If I understand right, the optimal strategy is fairly simple: always pick the biggest number you can and put the bigger number in the bigger area for more multipliers. I would have enjoyed more content (more layouts etc.).
I also think the main mechanic could have been incorporated to require a bit more strategy. For example, a bigger board but with domino-like rules for placement. So you roll two dice and that gives you a domino piece and you must connect them up to match.
This is a great submission! Like others, I noticed some collider/clipping issues but they weren't totally game-breaking for me. The graphics are also very nice and I like the take on the theme. Overall, very impressive for only 48 hours!
Outside of minor bugs etc. that could be fixed with more time, I think the primary dice roll could have been designed to add in more consequences. Right now, I just rerolled until I have high numbers and there is no penalty --- and the click to roll is pretty random. Also, the camera was a little too zoomed out for me.
Ah! Got it! Now it makes a lot more sense :) I also see that the flying eyes are pretty OP like you said :D.
Most ways to improve are pretty obviously missing due to time. Like some hit registration sounds/screen shake when you take damage. And maybe a reticule color change when you are on target? (I found the hit boxes were a little tricky). And yes, nerfing the flying eyes.
Thanks for the response. I enjoyed playing!
I'm not sure if I was somehow misunderstanding, but I couldn't figure out how to play this game.
I could move around but was unable to shoot (nor interact with the big dice). I was able to die and saw a cool death spiral camera! I'd love to play this so please let me know what I'm doing wrong [I tried playing in the WebGL version]. I thought the graphics were awesome though --- I like the distance-blurring effect and all of the art works great together to build the horror theme.
I really like how you pulled off the cel shading with the palette. It works really nicely! The game itself is also very fun, with great music and excellent level design. I can't believe you got so much done in such a short time!
My only criticism is very minor, I couldn't find a way to flip the vertical axis for movement. I couldn't rewire my brain to press 'W' to go up, and kept on trying to "pull back" with 'S'.
The game looks great and the music is super fun! I really like the concept, running the town into the future is a cool take on the theme. I think the game is maybe a bit too easy --- I don't feel like I have to think very hard to keep things balanced. Maybe the original building period could be a bit longer and you could scale the consumption per population non-linearly to make things trickier?
I had a lot of fun playing this game. Thanks!
This is a really beautiful game. The art and animations are really incredible. The music fits the game wonderfully too.
The game felt really polished too. The only very minor thing I ran into was when I was pushing the leaf along and picked up some speed (which was really fun!) the movement of the leaf started to look jittery.
Nice work!
I had so much fun playing this game! This is a really unique take on the theme --- I love the idea of an escape room where the game organizers have lost control. The voice acting really makes the game and the humour is great.
I ran into a few minor bugs/problems, which thanks to the voice acting very much fit the charm of the game. {SPOILERS} Incoming!
{SPOILER}I spent a while confused that power didn't go from 2->4, and needed to go via 1 first.
{SPOILER}The laser that activates the door hit me the first time, and got stopped in place. I had to reactivate it while standing more off to the side.
{SPOILER}At the end, I couldn't see where to put the password in and just sorta waltzed through. Not sure if intended, but the voice line made me think so.
{NO MORE SPOILERS}
The controls felt a little off to me --- turn rate was a bit weird and the movement was a bit too jerky (I think). This is not a big deal for this kind of game but by the end I was feeling a little motion-sick so some polish would be nice there if you plan to keep working on it.
These are all fairly minor complaints though and are expected for such a full game experience put together in only 48 hours. This is really impressive, great work!
There's so much content in this game for a 48 hour jam! Maybe too much? This is a really cool take on the theme and I really love the gameplay.
It took me a while to get into the game. The tutorial is really helpful but is ultimately a big wall of text. I feel like even after playing for 15 minutes there's probably quite a few things I'm missing in the game.
The visuals in the game really grabbed me though and I love that the game goes into third person as the wolf attacks.
Overall, this is a really interesting submission that I think deserves a lot more attention.
I played this game solo, and found it worked well then. I can imagine the game is even more fun with two people!
The controls are just the right amount of whacky. It feels really good when you do a big buoy stroke and go really fast but I feel like the game tries to force you away from that with the collisions and small playable stage. Perhaps some stages might be a bit bigger so that I could really let it rip.
Trying to control the dingy when the air pressure was reducing was a lot of fun too. Great work!
Thanks for the kind words!
The feedback all around has been super helpful in improving the game. We've added rotation to the game already which improves a lot! There is already a top down view when you zoom out but it's not obvious that it's there... We also added coloured roofs to make that view cleaner to use!