Ahh, got it. Thanks for clarifying!
RedWasp
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Thank you for the very thoughtful feedback! Some of the things you mentioned are already on my list of planned updates, like removing shadows and making the catcher size more noticeable.
Would you mind elaborating on what is finicky about the controls? I've seen a few similar comments, but I honestly have no idea what they're referring to. If you put your left hand fingers in the standard WASD position, very little movement is required, and the catchers respond instantly to key presses. I haven't encountered any issues with the keyboard controls in my testing.
Thanks for the kind words! I've done 2 game-making events in the past, but I wouldn't consider them to be jams. One had only one other participant and the other was basically just a company trying to get people to test their Unity plugin for free.
I debated joining a team for this jam, but I wanted to experience the whole process myself at least once. Now that it's over, I can't wait to work with a designer and artist next time and see what we can accomplish!
Wow. I'm so glad I dropped into your stream to have you play my game because I wouldn't have seen yours otherwise. This has to be the best interpretation of the theme I've seen. No other game had a bigger sense of scale. I love how the music gets more layers as you zoom out, and seeing the feet of the larger ants scurry by when you're zoomed into the smaller area is cool. I enjoyed scaling up my production after unlocking better recipes. However, it was wasn't very clear how to use the deposit points at first - that took a bit of experimentation (which isn't necessarily bad). Great job, guys. It's absolutely criminal that this game only has 9 ratings.
Fellow Solar 2 enjoyer? If not, check it out. I think you'll love that game!
I agree with what others have said about smaller planets moving too quickly away from you and larger planets moving too quickly towards you, even with the sprint and dash. In reality, no planets should be repelled from you because gravity pulls everything together (see how Solar 2 handles it).
This is such a cool and original idea! I was enjoying it, but couldn't finish unfortunately due to a bug where instead of rendering certain cards, it shows a purple dot (circled in the screenshot below - I censored out the spoilers ;) ). Great job though! I'd love to revisit it if you update it later.
Great idea and execution! I think it would be nice to add more feedback when completing a level, like having the "next level" button more drastically change color or pulse in size. When I completed the first level, I assumed it would automatically move onto the next or there'd big a big popup button to continue.
Beautiful game! I loved seeing the gears moving below the level and how they weren't just randomly placed, but put where it makes sense for the physicality of the puzzle. The only frustration I had was when trying to move notes that were placed on the board. The required click and drag distance should be halved.
Cool idea! I found two gold notes. The tree puzzle was clever, but I had no idea what to do in the dark room. One thing that made the controls confusing is that the Space bar has the same functionality as E, but pressing Space again doesn't toggle it off. I pressed Space thinking I could jump and was stuck on that screen for a while before realizing I could toggle it off with Q.