Hi personion - I'm really sorry to hear that you weren't able to run the game :(
Thanks for mentioning your hardware specs and for taking some time to leave a response anyway - we're all overwhelmed with excitement at the responses and to refine things more.
It was a big, big mistake to not include some more options for graphics in the jam release!! I regret this one a lot - we're already working on improving performance, making some post-processing optional and other general optimizations now that the submission deadline has passed.
I think in the future it should be more than possible to run this game on a similar system as yours - and I hope you'll consider playing our game again once we've released some updates to address this issue.
sinewavey
Creator of
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Hi Kristoff!
Thank you for your time playing our game and writing a comment - it's invaluable to us.
Internally, we all agree the game jam concept definitely needs some further polish - especially for the overall progression and introduction to game mechanics. But, I'd like to quickly address your final point about performance: the problem is far more than vsync!
We used signed distance field global illumination, and a few other expensive post-processing techniques for lighting and visual effects; it was a huge oversight to not include options for the jam entry. In the future, these settings (and window resolution, etc) are absolutely something we'll be allowing people to adjust in order to meet their system's ability. We've already begun using baked lightmaps, which are far less intensive as well.
I had a lot of fun freezing to death (100% serious). I missed out on the craze of Iron Lung, which I saw you mentioned below was an inspiration of sorts. So, I'm really glad that this is the kind of game I get to try blind - and I really like it! I'm surprised at how much went into this. Please consider doing a full version with some of the polish, etc, that comes with a longer and less time constraint project.
I really enjoyed playing your game; it reminded me of playing Besiege, which I also liked. This scratches the same brain itch! I found it to be quite challenging - which I really liked because it always makes me actually engage with the game, rather than churn through it.
The environment and style is also super pleasing. Good work!
I like the core puzzle mechanic of this game, increasing and decreasing various objects in scale and figuring out order of operations and had fun figuring out the different solutions. Though I got misled on stage 6 for a while trying to be funny and find my own solution... overall, pretty fun game I could see being expanded into a slower paced horror game or something!
Very nice little retro dungeon crawler shooter mix, but some of the mechanics took me a a bit longer to figure out and I wasn't reallllly sure how to interface with the game at first. I like that - it made me *think* about playing it rather than mindlessly flying through hordes of enemies, and try to figure it out for what *it* is. Great work.
Super ambitious for a game jam! I love this concept and once had considered a similar "become and evolve as the monster" type game... but this is just a fantastic interpretation and way more fun than I thought. The graphics are quite well done. I think with more time and polish it can be a really good game (but for a game jam, I totally understand these things!)
Great work!
Fun game. I like the idea of buying land tiles and setting up your own plan for managing the flow. When the turret was introduced it took me a second to figure out how to use things, but once it clicked I got moving a bit faster and easier.
One small thing - buying upgrades seems to not block the mouse, so I accidentally bought some expansions too. Not a huge problem though
This game was super fun and stylish. I love the little fiddler visibly playing! It's adorable, and the entire game's aesthetic is well thought out and lovely to look at.
The mechanics were pretty intuitive to learn and pick up, and immediately made my rocket jump, movement FPS brain happy (even though this kinda game isn't my norm!). Great work on this, everyone - I love this.
Hi Amit!
Thank you very much for the kind words. I really appreciate the time you've spent not only playing our game, but also to provide some very insightful and actionable feedback. I totally understand what you're saying about the introduction of the mechanics and level selection - especially the comparison to Portal's structure and difficulty evolution. Beyond the control adjustments some other folks have mentioned (in comments, but also internally!) this definitely is another thing I'd love to tackle in the future.
Hi - thank you very much for your time playing our game, feedback and kind words. I'm extremely excited and happy to see people enjoying the game.
Since submission, we've been thinking about the same adjustments to manipulating the brushes as well - especially with mouse input.
In retrospect, a few of the ways I went about implementing the selection (and when it declares you in an invalid position for that face) can be cleaned up a lot, and it's my first priority in the future upon return after the voting period.