I've had a couple of others mention the interact area for the stations seems too short; enough that I should probably adjust it post jam. I appreciate the feedback and comments. Thanks for playing!
Squabbler
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Firstly, thank you for adding an option to turn off the CRT filter. It was unplayable for me until I was able to turn it off. The game was pretty straightforward, yet tricky. There were some scenarios where bots got stuck and I had to force lose using a different move, but not very often.
One thing I wish it did have was a key (tab or something?) to cycle through the bots instead of having to click on them. I specifically call this out because a lot of times I would pack multiple bots in to the same canal, and it became difficult to select a different one.
Overall a solid entry and fun game. Good job!
It took me about a minute or so to figure out what was going on with the electrons and to swap polarity for attacks. I couldn't figure out what the anvil with hammer in the middle was actually doing or for, as the bar never seems to fill up? I'm also curious, from the win screen, what was expanded for this jam specifically, since it was built for Ludum Dare 55? The crystals were also a nice touch to help clear.
With that said, the feeling of the game is great. The art is stellar, and I would love to know how you accomplished this sort of lighting. The audio was on point and very good. Great entry.
I played through this 4 times, and thoroughly enjoyed it. As someone that knows a bit about blackjack, it was interesting to see the forge card mechanic. My main strategy was pairing a 10-card with a low card to give the most options when drawing. It is a bit unfortunate that you lose the other 6 cards when forging- as I thought at first I could build a card from 2 of the 4 sitting on the table. I think there should be some kind of indication to the player that you are only picking one card from the options. It was also unfortunate that tying counts as a loss instead of a push, like in traditional blackjack.
Overall I think this game has great potential with some small tweaks. Good job!
This is a great idea. My biggest issue was that every time you forge a weapon, you can't add to your previous one, only craft a new one. And if you back out of creating a new one, it resets your current weapon. If your previous one is supposed to be overwritten, then I feel either the amount of material drop needs to increase, or the size of the forging sword needs to decrease. Overall though, a very solid mechanic.
AHHHHHHHHHH. Falling feels miserable hahahaha, great job. My main critique is that it would be nice if the item swap was much faster (like 0.25s-0.5s or something) because there were some situations where you would be able to take a faster path. Also maybe being able to change the items with your other hand (arrows or something), I feel that would help, as having to use one hand for everything makes the player slow down. Solid entry, I really liked playing it.
Very well done game. I feel I could play much better on mobile, as with a mouse it gets really rough, or there's a miss-click and I lose. One thing I really appreciate is how you teach the player early to not hit green. I saw the green diamonds and immediately thought "oh I can screen wrap on the left/right and grab the gems" and I died hahahaha
I do agree it needs some more polish and "umph". There are still some items left on the out-of-scope sheet to implement, so maybe that will help some.
So for the smelter in the corner it will only dispense one at a time, but they will stay queued up~ in other words you could put 20 scraps in the smelter and have 10 ingots in there, but only one will dispense at a time. Once you pick up the ingot, it dispenses another.
The furnaces however will melt the ingot if it is still in the furnace some time after being white hot.
Thanks for all the feedback, and for playing!
Not being dumb~ as mention in other comments, many had trouble at the start. I regret not getting the tutorial implemented before the deadline. Glad you found the prompts helpful. The chat box was basically a way to organize all the prompts instead of having them all over the screen by the tools themselves.
Thanks for the feedback and for playing!
I had a couple of people provide similar feedback here and outside. I do agree that the minigames could have used more attention, but we tried to make minigames that didn't take the player completely away from the chaos. For example, the anvil game, the player can technically just mash through it and hope for good RNG for score instead of trying to hit the center point. It saves time, but could lose on quality of the final weapon.
Thanks for the feedback and for playing!
Yeah I had someone else give the controls feedback before the deadline so I updated the in-game controls themselves late, but I didn't have time to update the UI to reflect that ~ but you can use Space or E for all interactions; you don't have to switch between them. I did manage to update the controls on the game page itself, just didn't get to the UI for the final build for submission. Sorry for the confusion.
Thanks for the feedback and for playing!
You know that's a good point for accessibility reasons. Perhaps something like click to move, right/double click to place could work - then you could play on mobile too.
Sorry to hear about your father, hope all goes well. You should be proud of it as you finished something for a jam solo, especially in only 3 days!
I'm interested where you had trouble dropping items. You should be able to pick them up and put them down on the floor with the same button (unless you are in a situation that doesn't work ~ e.g. trying to put a scrap on the floor but in range of the furnace interact ~ which you should get a log message about). There was a bug yesterday where spatial audio areas were blocking the ability to put an item on the floor, but it was fixed. So I'm curious if there's another somewhere?
But, yes! I wanted to add a throw ability, but it was too far down the scope list. Thanks for playing and the feedback.