Wow, this is a really cool idea for a tactical auto-battler. Got to medium level and lost because I spent too much gold. I love the simplicity of the design and UI. Amazing honestly for two days of work!
Parallax
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Your game was really cool and unique submission. The movement and double jump keeps the exploration of the island interesting, and you're alien dialogue was fun. The platforming and movement puzzles mixed with the few traditional puzzles you threw in there was nice and keeps you pretty engaged, compared to most adventure games.
Hey thank you for your feedback!
If you died and got the load last autosave you probably didn't reach the end yet! If you found all the items (filled vial, research data) and talked to Wren and Miranda you should be able to come up with a plan to get into the control room and from there the game has a short ending cutscene. If you cant figure out how to get into the control room, make sure to look all around the lab carefully.
Yeah, the save game feature isnt functional BUT it does auto-save at 3 different points throughout the game based on your progress. and the loading if you happen to die works from an autosave.
Dude! Our concepts/ideas were so similar and we both used Synty assets for the basic level design! That's so cool and funny. I will try your game the first free moment I have! Thanks for giving ours a shot, it's really appreciated.
Yeah, we had a lot more puzzles planned for the ending sequence but you know how it goes! Thanks for giving it another shot! We ended up writing so much dialogue and through multiple playthroughs I realize it's very easy to skip dialogue if you go around grabbing too many items and finding too many clues without talking to the NPCs in between. But regardless, we're happy to have ironed out the bugs enough for people to at least get to the ending :)
Thank you for your valuable feedback!
One of the devs here--Thank you for taking the time to check it out and giving us feedback! I've been spending every waking minute I have trying to fix the bad bugs. The version we just uploaded as of today has most of the game breaking bugs fixed! So if you feel like giving it another shot, let us know what you think and if you run into any bugs be sure to let us know.
I will 100% go try your game since you were courteous enough to give ours a playthrough. Thank you!
I'm so sorry, I really even debated whether we should upload such a buggy version of this game. Ever since the deadline I've spent every waking minute fixing bugs, and the latest upload is at least more playable and I believe has fixed the bug you ran into. Thanks for giving it a shot, we really appreciate you're feedback and testing! To reciprocate I will try your game when I get a chance.
That's good feedback. Thank you so much. I had the part window pop up cause I realized players never knew they could open parts to upgrade by clicking them, but you're right that it does get in the way when you're constantly picking up parts. I am going to do a whole UI rehaul before I release the next version!
Thank you for playing it--everything you said is true, haha. I rushed this version and didn't test it enough or provide gameplay instructions due to the short time I had to work on it :C BUT I am working on the more balanced and user friendly version of this game, and in about a week I'd love for you to try that one out and let me know what you think!
Thank you so much for playing and for the feedback. All your feedback makes sense and I planned on changing those things. As with game jams my time became super limited and I rushed on a lot of parts of the game including balancing the level to get it done in time :C Im surprised you even figured out the mechanics without tutorial screens/hints!
This game was awesome! I was very immersed while playing it. This was a unique submission, I love that you rendered the world in 3d with a pixel post processor! It made me feel farsighted like I couldn't see in the distance but had to get closer to inspect, which is a cool gameplay mechanic. The sound design was on point and added so much to the immersion. Very cool little story! Great job.
This game is pretty cool. Very original concept, mixing a brick-breaker with a shootemup. I would suggest maybe some powerups to make it easier, like a shield pick up or something that gives you a free hit. It's hard to focus on bouncing the thing towards your enemies and also dodging all the projectiles! But this also makes it challenging and fun within a 64x64 environment since theres not much wiggle room. Nice job!
This game is so simple and cool! The controls are about as intuitive as you can get, with someone picking up the mechanic in just a few seconds. I only got through level 2, but it's pretty addicting. The music and art is on point. This game works really well for 64x64 but I could see it being really fun in higher resolutions too!
I like this idea its very original. Your UI is nice and readable for 64x64.
I think I got stuck in the first battle. I didnt know I was still attacking, so maybe a sound effect or animation every time you click your card to attack would help tell the player the attack went through or not.
The mechanics are very original and interesting and I think this game could be really cool on a non-64x64 resolution!
Thank you for the feedback, that means a lot to me. I do think enemy colors would be a better signifier of size since they only incrementally grow by a few pixels. Yeah the controls for the biggest phase need some work, that big bug was supposed to be a boss fight but I ran out of time so I just added it as the last growth phase haha.
Thank you for this feedback. Yeah, I wish I spent more than 4 days that I had free to work more on it! You do grow if you eat 10 bugs, and there are 5 stages of growth. I need to make that more obvious in the UI and details though, thank you so much for playing it and giving me feedback I really appreciate that!