This felt super polished, honestly with a few more levels this could be good to go for a full release. The sound effects and screenshake really tie the whole thing together, and the puzzles were really well designed. Nice job!
Michael Parrish
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Thanks for checking the game out! I agree - I think this is a concept I was really excited about after brainstorming the theme, but I don't quite think I fully nailed the execution in the time we were given, it definitely needs a little tweaking. Maybe I'll keep with this one a little longer and see if I can squeeze more out of it!
This was really cute, I love the design of the main character. I was impressed that you were able to design a compelling open world in such a short amount of time. It's really cool that growing in size kind of recontextualizes things that you've already seen before. The piece pick up animation could be a tad shorter, but overall this was a really great game! Nice job!
I didn't expect to see a game of this scale (no pun intended) done in such a short amount of time. It was really cool flipping between the different characters and seeing how they influenced each other's paths. The artstyle and music really helped sell the kind of "huge scale but abandoned" atmosphere. This was awesome!
This was awesome! I can't believe both the quality and the quantity of the puzzles you were able to come up with in the amount of time we had. I like the retro tetris-esque aesthetic, too. Admittedly, I did need to use a few hints, but they were really helpful for me in the early levels to wrap my head around the mechanic. Nice job!
Cool concept and nice relaxing gameplay! I thought it fit the theme really well, and it was really satisfying to watch my planet grow.
If you were to expand on this, I would maybe consider adding a gamemode where non-like tiles give adjacency bonuses, rather than like tiles, and see how that impacts the gameplay. It may make planning a little more difficult and force the player to get creative about how they're going to lay everything out.
Overall though I thought this was a cool entry and I definitely see a path to expand this with more biomes! Great job!
Maybe make them just a hair less floaty? Don't make them too snappy because I feel like it definitely works in the context of floating through space, but there were a few times when I was "stuck" on a planet, and it was a little difficult to build enough momentum to get up and around it. That being said, I'm also kind of an impatient person, so maybe take what I'm saying with a grain of salt.
Actually I didn't think to put them in the chamber! But they were super useful to bring back down to the remaining planets and show them what fate would befall them if they didn't cooperate
Thanks for the thoughtful feedback! Yeah I tried to add some text to the 'How To Play' screen to explain how it all works, but honestly I wrote a lot of that at like 4am last night so it's probably not as coherent as it needs to be lol. I think ideally I would have liked to put some feedback in-game as well, such as showing on the cards explicitly what your bonuses are.
As for the AI, that definitely became a challenge. I originally wrote AI behavior to basically just pick enemies and moves at random (with a slight preference towards attacking) with the intention to update it, but never got a chance too in the time limit. I think this definitely leads to some weird behavior. The puzzle approach is a great solution, and definitely one I'll consider for future jams.
Appreciate you playing and all the insights you had!
This is a really great entry, both mechanically and aesthetically. It only took a few extinction level events and wiping out approximately 60% of humanity, but I was finally able to save one of the planets! The controls definitely take some getting used to (I wouldn't mind a float down button in addition to floating up), but that's a minor nitpick relative to everything this has going for it. Great job!
This was a lot of fun! The block placing was actually implemented really well - despite the camera's perspective, it always seemed to be placed at the depth I was expecting. Also, the blocks had a good amount of friction, so things wouldn't go sliding off and everything felt very solid and connected. This was a cool idea, nice job!
This was really great! I loved the aesthetic of the tank-mech trying to balance everything as you're running around. The art was top notch, and the physics felt great. I loved that there was some difficulty in trying to keep the modules where you wanted them, but it wasn't too punishing that they'd actually completely fall off the tank. Nice job!
This was fun! I can definitely see the mentioned ultimate chicken horse influence that you mentioned, but having enemies you have to defeat with each platform placed is a fun twist to convert this into a 1 player game. One thing that could help with the difficultly is to allow your fire breath to block projectiles too, so it could be used defensively or offensively. Regardless, that fire breath was hilarious and overall I love the theming of a fire breathing penguin!