Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Peringo

11
Posts
5
Followers
A member registered Apr 20, 2020 · View creator page →

Creator of

Recent community posts

True that! We kinda had to randomize the waves after 10  because we were running out of time. They do get tougher every round, but you eventually just lose to something stupid and not because of strategic errors or anything. Thanks for playing!

gigel

I'd be surprised if this wasn't a winning entry. Superb athmosphere, amazing mechanic, cohesive presentation and an intuitive mechanic at it's core.  

The only tiny little problem is that the levels were a little on the easier side overall, even later on, but that's usually better for jams anyways. Outstanding work.

I really love the idea of the limited timing for a point and click type of game, just a little disappointing that the bomb was not actually on a timer. Kind of takes away the gameplay aspect of the limited movement. It makes for a tight experience though.

I really love the idea of the limited timing for a point and click type of game, just a little disappointing that the bomb was not actually on a timer. Kind of takes away the gameplay aspect of the limited movement. It makes for a tight experience though.

Great presentation and a cohesive package to boot.

I thought the mechanic was convoluted at first, but 2 or 3 levels in it clicked and everything felt really intuitive. Honestly, the connection mechanic is superb and I absolutely love how you use it in conjunction with puzzles and action at the same time.  

The only problems are the music not looping and there not being more levels, I loved the level design! Really good!

I love the twist on standard shmup mechanics. Having the ship control more sluggish made me actually use bombs / ejects, something that I struggle with in regular bullet hells. The presentation is very cohesive. All around a great entry.

I love seeing other tower defense entries this jam! I like the mechanic, I feel like it was just a little too easy to build up an impenetrable defense.

This game radiates ooze.

Great gamefeel, great epilogue.

Great grappling.

Gripping storyline.....

(1 edit)

The stats are supposed to be Contentment ( Civilians ), Safety ( Military / SEPO ) and Trust ( between Allies ). It's super true that they are way too obscure, and we planned to give better feedback on decisions. 

Stop always means stopping the action, as in your second assumption, but I can see how it is badly designed especially coupled with the dismiss option that is literally the same thing as waiting.

It turned out to be way too much of a guessing game for sure, but we really struggled with finding ways to incorporate more strategy and to be honest - we tried doing something with a new genre that we haven't tried, but it didn't end up being too fun to make and with it being a Jam entry we were content with how it turned out.

Thanks for the great comment!