Glad to see an update! I really like the gameplay
Michael Ramirez
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That was cool, I really liked the gravity and it's nice that reaching the edge doesn't penalize you. I also wonder how the game would play if it was slower and maybe if there was a little indicator of where your lasers would go (I realize that's kinda tricky as things change by the time the laser moves). Still, the arcadey feel is pretty cool and I liked how steering the ship felt.
I had the craziest adventure haha. I really liked the writing and the music was spot on. I did feel really lucky with every encounter I ran into, at some point I was really trying to "lose" to see what would happen but I kept lucking out. Not sure if that was random or if the game leans that way a bit. Still, was pretty fun and engaging!
I definitely think games don't necessarily have to be "fun" to be good and even a painful experience can be great in the right context. Still, I had trouble with this one.. the walking was just too slow for me.
That said, I did have moments where I thought "It's just over this dune" and then realizing I still had much further to go and also moments where I got lost even before the sand storm really kicked in, which is a neat thing to make your players experience.
And the sand storm was really cool, I really liked how quickly frames of reference disappeared. Oh and the music was great!
Not what I expected after reading that it was unfinished! Really great atmosphere between the visuals and the audio. It reminds me of those old escape the room puzzle games I played on newgrounds. I hope y'all continue working on this and publish an update, it's really intriguing! Also, throw some screenshots on your itch page!
This is really cool and clever. I sometimes use asciiquarium as a window "buffer" in my tiling window manager at work just to position main windows better but this would be a cool alternative. It'd be cool if the aquarium stretched to fill the window size somehow but idk how feasible that'd be. Also cool that you put it on cargo!
What a menu! I noticed resizing the window resets the main menu so I spent a minute playing with that. Nice visual effects ingame too. I'm always a little conflicted on what's the right way to handle direction in isometric games i.e. whether up is relative to the camera or to the entity being controlled. Was that a distinct choice you made?
I had trouble running the linux build but compiling from source worked. Without feedback on the start button I thought the game froze, but I'm assuming that's just the game world loading/generating. Cool that you got random level generation in during a jam. I'm not great at the controls but like Rie said, it might be a skill issue. I probably would have had an easier time with a ranged weapon as it was difficult to know how close I needed to be to attack and also how far I needed to be to not get hurt. Oh, also, the health meter for me appeared off to the left vs what I see in your gameplay video.. not sure if that's my screen resolution or because I maximized the window after it launched.
Neat game, it felt really nostalgic, love the pixel art and the laundry interpretation of the theme is my favorite. It'd be cool if the perspective could rotate 45 degrees, not sure how difficult that would be. I had trouble resisting cheating haha, that'd definitely be cool as an unlock/freeplay mode. I can totally see playing this on my phone with more content.
I liked the concept and the rules cracked me up. I was annoyed that my fuel was decreasing while reading the instructions but you can refuel right after so that's ok. I had trouble navigating the hover car and I kept getting confused that E is to get in and Left Shift is to get out. The camera angle while driving also made it a little hard to navigate. That said, I like the vibe, the piano is great and I liked knocking into things with my terrible driving lol Also love those trees
It took a little bit to get used to the controls but once I did it's not... too weird.. I'm using a trackpad with "tap to click", I wonder if you were too? Because.. that kinda makes sense why you'd avoid clicking.. not sure. Either way, I _do_ like FPSes where the mouse is locked to one axis actually since you can make it a bit more frantic and not have to worry about the player being really great at aiming. I also liked the level transitions where it's like the vibe changes dramatically. At some point I fell out of the map though :( Fun game otherwise, makes me hate fridges more than I already did
Agreed with most of the comments, played a few rounds and at first thought it was too easy and then got overwhelmed. I played this on linux and did run into a crash too and saw your comment asking what it was so I played a couple more times to see if I could reproduce it
thread 'main' panicked at /home/runner/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_hierarchy-0.12.1/src/hierarchy.rs:50:35:
Entity 271v4 does not exist
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic when applying buffers for system `recycler::trash::handle_trash_collision`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
Looks like a timing edge case where an entity no longer exists but it's used in a query or something?