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!
Peringo
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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 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!
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!