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Elise

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A member registered Jun 11, 2020 · View creator page →

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One of my favourite games this Jam.

The art-style, menus, planets, music, and mood all really contribute to it. It's very stylistically cohesive, and very cozy. I loved it.

I'm very happy an autoclicker was included, I do wish it was applied to the menus as well, as I reached a point of population production where I was spam clicking menu options trying to keep up spending.

I'm also happy a toggle for the sound was included, as I got to a ludicrous rocket production, hundreds were being launched a second the sound was insane. It made me laugh very hard, but I had to turn it off after a few seconds.

The performance certainly tanked as well.
I do like the unfurling, bigger scale of the solar system, bigger number, faster cool-downs, more rockets, to the point of showing you other solar systems.

Sadly I never managed to get to the other solar systems (other than the one on the bottom right). The rockets never made it far enough.
I think what is intended is to build up a rocket launch engine on the closest planet to the solar system you want to go to (makes sense for orbital dynamics), but in gameplay it felt kind of bad that I invested so heavily onto a planet that can't get very far with it's rockets. The quantity of rocket is funny though. I was not really clear on what the rocket launch x meant, if the x was how many rockets were being fired, or distance. I'm guessing it was number of rockets fired as the distance never seemed to change.

The - clock person icon on farms confused me at first, as I read it as it removes a person every x seconds. But it turns out it reduces the cool-down of production. I did manage to get some production cool-down rates to silly amounts, where it was triggering every half second or less.

When I quit I had
Total 153,368.70 /s

The two highest planets

Chrisck - 58,650.00 /s

Rynus - 50,250.00 /s

I wanted to get to the other systems to see if they unlocked anything new, but when I discovered they didn't that's when I stopped. Especially since I was having performance issues with the thousands of rockets being launched, and most of my planets in the first solar system maxed out.

The only reason I thought there would be more unlocks is when you click on the suns they have the same menu as the planets, so I thought there would be a way to colonize them if I got to the further solar systems.

Either way I had a lovely time. Thank you for the great game, it's very inspiring with how well crafted it is.

(1 edit)

Thank you for letting me know how to reset the save file. I wanted to give it another shot.

However, within the first 30 seconds I encountered a bug that made laugh a lot, but every time I got back on the boat it happened again. So I deleted my save a third time and  tried again, only to have it happen again.

(This bug can be replicated by moving the ship forward from its starting position along the coast, turning right while keeping close to the coast, the vessel will put it's anchor down automatically for being too close, lifting the anchor will cause the vessel to spin extremely violently).


As soon as I stepped back on the vessel it launched the character straight into the sky and all I could see is blue.
Very funny, perhaps I am not meant to be a sailor haha.

I'm glad other people have been able to enjoy it, I did enjoy the contemplative moments between islands.

So many things about this game are incredibly unique. First off the artstyle, it's so great, impressive use of minimalist palette and 'Game & Watch' style. Super impressive cross-stitch artwork.

The upgrade system is so interesting too, it took me one playthrough to fully understand what it was doing. But it's super interesting. You also thought of all the QoL that I was looking for, when ever I would ask myself "I wish I could remember what each powerup I had did" I would simply just mouse over and it would tell me. Or when I get an upgrade I would think "I wish I could see my upgrades before picking a new one", on my second playthrough I saw the little button at the top right that let me see my upgrade before picking.

My only issue was a intense performance drop around waves 12-15 - it was probably due to my multi projectile upgrade covering half of the screen, with increased fire speed.

I'm not an artist, and to me this is an excellent example of what good art can look like with basic shapes and colours. I'm taking notes.

Very satisfying sound and visual effects. I've seen other games in this Jam use the idea of 'health as resource' and this one does it quite well. 👍

Great job :)

Excellent game. Great visuals that lend well to the feeling of the game, great sounds too - everything fits very well.

The puzzle design is fun and inventive. It was fun to experiment.

My only issue was performance, it seems the line trace is very expensive.

👍 Excellent job, one of the best submissions for this Jam.

Great gameplay design. It was a bit confusing at first trying to understand what was going on, but I like the idea that you don't want to get your health too high or you also die - that's a new idea I've not encountered before. Also that you can't attack if your balloon sword is fully pumped is neat, but not conveyed to the player very well. It does feel like it's missing sound effects or other visual feedback that you can't attack.

Trying to control the attacks was difficult.

I found it interesting that because you die if your health is too high you have to avoid not just enemies but also the power-ups that normally give you more health, it's an interesting balance.

One of my favourite games this Jam. Very 'Monument Valley' esque visuals. I like it, it's very cozy.

I was impressed by how smooth the animations are, pleasant sound effects, good UI.
Really clever idea and puzzles, lots of fun experimentation and discovery. It's excellent.

Surprising amount of content for a game jam.
I unfortunately got stuck on level 10, as after repeated failures I was no longer able to place blocks after a reset.
Having the whole level reset does feel kind of bad, resetting to your last setup I think I would enjoy more, with the ability to move around blocks, but I fully understand that's harder to implement / code.

👍👍 Loved it.

I loved that I found another game that manipulates windows for puzzles, so clever
This is the other game that does a similar windows manipulation mechanic.

This game gives me such baba is you vibes, where I spend most of my time just starting at the screen thinking of solutions instead of playing it haha.

My first impression was "This person has played a short hike". The vibes, the visuals. Once I encountered the NPC dialogue it was sealed haha.

I wanted to experience this game more, but I kept encountering control issues and frustrations.

My first issue encountered is I didn't realize I could jump, and walked straight off the pier into the water instead of on the vessel. Took a while to figure out how to get back on.

Then I didn't understand how to interact with the facilities on the vessel. I had talked to the NPC that told me the controls, but when they told me to use the space bar to interact with things, I thought that it was going to be objects I found in the water or on other islands. It took me a few moments to understand you have to hold spacebar in conjunction with W/S to use the different facilities.

I almost wish there was a spacebar prompt + the W/S prompt.

Off I went sailing, until I realized I was going the wrong direction, as the compass wanted me to go around the starting island. That felt a little bad having to go the opposite way the vessel is originally pointing.

Then I felt like sailing was a bit slow, but I understood this was a 1:1 - which in concept is cool, and I often want to make realistic games, but I often find the realism diminishes the experience. It's not fun. But I also understand that this game might not be for me. I see people in the comments enjoying it and that's wonderful.

I then realized I could zoom out and that was exciting, it gave context for the scale, and how far I had traveled, that felt good, and made me feel better with how long sailing took.

While waiting on the vessel, I was contemplating how I didn't really understand how to control the vessel, despite reading the instructions from the NPC multiple times. I was pleased to find out that there is a bit of a 'ghost' version of the sails to show you where you should put it depending on the wind. That felt nice.

I then finally get to the first island. The vessel automatically puts it's anchor down, but I want to get a bit closer, so I lift the anchor and try to go forward, when I lift the anchor the vessel moves backwards. "Okay this must be as close as I can get" I think. So I jump off the vessel into the water. That's a mistake my character plummets to the bottom of the water, and I can't move or see where they are. I have to ALT+F4 out of the game. Feeling so bad that I have to restart the whole process. I reload the game and find myself pleased that the vessel had saved its location as the NPC mention, and that my character was now back on the vessel.

So I try to sail around a bit closer to land, this time I'm able to jump off onto land, wonderful! Except the vessel is continuing to move, and starts to clip into the land! OH NO!

I race onto the vessel as it descends into the earth, frantically trying to use it's controls. I try to anchor it to make it stop moving, but this would prove to be my final and fatal mistake. The vessel had now saved it's position in the earth, and anytime I reload the game I rediscover it's interned fate.

I don't know how to reset the save / progress, I would love to explore this game more, exploration in games is one of my favourite design pillars.

As a closing note I will say, I love how this feels like such a personal game, the location, feel, and mechanics are so bespoke to what feels like the authors interests and I love that.

Wonderful job!

One of the best games I've played this jam.

The art is out of this world fantastic. The sounds are very good as well - the polish is excellent.
I also adored the musicality of the first gun you have as the player. I was bummed out when the newest guns didn't have that musicality.

I really enjoyed the re-contextualization of each screen depending on what size gun you had. The bigger the gun didn't just mean you have access to new areas, but you are now too big to access the areas you had prior - I thought that inversion was very clever and added a bit more to just 'now you can access more'.

I only encountered two somewhat 'pain points' - the first is it felt too long to find the first gun upgrade, I felt like I went through a dozen screens. Second is that I got stuck on one of the screens with the golden boxes, I accidentally found the solution that you have to shoot through a gap on the other side of the screen. It's not telegraphed as well as I'd expect.

Either way, one of the best games this year, I hope it's recognized! Excellent work, a masterclass in polish!

Great level of polish, the controls feel responsive.

Great sound effects, I love the sound of when the asteroids reduce in size.
The visuals are wonderful, soft glow, pleasant colours.

Wonderful presentation, style, art and music.

Short and sweet, I left feeling happy - very scary ending ;)

I was also tossing around the idea of a 'Katamari' style game, glad to see someone tried it.
Doing a spherical planet / toroidal domain seems quite tricky, I've yet to figure out how to code something like that. Well done!

I can see how reusing some of your prior assets and systems helped develop this jam game to this level of content, especially in 48 hours - very impressive.

As many have said it's quite easy, but I enjoyed that. The motherboard system is very interesting. I just wish there was a way to remove the controls nodes that I was not using to make more room for upgrades.

It felt like the second enemy (the ones with guns) didn't display any damage numbers, and played a 'clang' sound when hit - leading me to think they were invincible. But they seem to die?
I was also very unsure of what the metal was used for - it says 'to upgrade mods' but I could not figure out how.

I love a good space game, this one was easy to control and relaxing.

I played for almost an hour, I may have unlocked the biggest ship licence too fast as the planet cracker required 40,000 steel to build, and after ~10 minutes I only have 10,000. I wanted to build it but I got bored of mining.
It seems my asteroids were only giving me ~200 each.

I am not clear what the assembly upgrade does, from what it seems it makes the ships build faster?

Really smooth controls, chill atmosphere. I really like the 'parts' of the large ships being built one by one, that's impressive tech.

The learner tag on the ship in the tutorial made me laugh.

Incredible polish, and very good / clever puzzle design. Had a great time, my only wish is there was more - because it's very good.

Excellent work.

This has got to be one of the most unique games I've ever experienced. It's so cool, so creative, very interesting puzzle solving - you're able to do stuff I never thought about in any video game.

Incredible vision.

I was taken aback by how many food items there were, I made it through all of them, but got bored about halfway through. 
I got one perfect cut early on and went :O felt so good.

Not being able to cut the pizza slice length wise and having to do it horizontally felt horrible haha.
It's a deceptive game, as you have to look at the silhouette more than the art.
And that art is very cohesive and cute - the music fits very well too! 

Excellent job :)

Great style, I love the video monitor effect, and the ps1 graphics and sounds.

It was fairly challenging to get to the top especially since the number of obstacles gets to be a lot.
The Yipee got me - thank you :) 🧀

I was drawn to the game from the thumbnail art, and the quality of the art through the game is incredible. Really great art and animations.

Sadly I encountered some issues, some of the audio played multiple times on top of each other (the cannon being one of them) which was unpleasant. I could also not get past the second level after relaunching the game a few times. The coins stop spawning, and when getting hit by a knife the level does not reset.

I'm also unsure how it fits the theme of the jam.

I would like to see what the other levels are like.
Great job to the team, I hope you had fun and learned a lot! :)

I was confused at first about the controls. Mentioning you can click to place platforms will probably help others.

I got bored pretty quickly, until I saw there were enemies that showed up, that's when I panicked and started building structures to prevent the enemies from reaching the character. That's when I had the most fun, the realization that there was more to do and the building pieces I was given had more purpose. So I would suggest making the enemies show up sooner. I made it past 200m but got bored again as I felt like there was nothing much else to do at that point. I then tried to let the enemies reach me, but they didn't seem to do anything.

Interesting concept, I like the idea of building structures by clicking. Perhaps to guide characters across a landscape, while also making structures to defend against assailants.

At first I found the humour charming. A literally interpretation of the theme. A literally tower built to be scaled! Very funny, and the unregistered hypercam 2 was funny too. Until I began failing over and over again, it felt as if my failures were being recorded for posterity - the unwavering black block smiling back at me, in endless torment being sent back down over and over again.

Jokes aside
I don't play a lot of platformers so I'm not great at them. I found it too hard to finish. I got to the pink section with the yellow dots. Those yellow dots were a bit confusing that I have to hold down the jump to trigger. Further up is a jump pad underneath spikes, using the space bar made me jump too high for those, I had to use w. It's the very small floating wall with a spike on top that I have to do a wall jump on either side that I could not get past. I would keep trying but I find the checkpoints a bit too punishingly far apart.

Either way great job, the presentation is clean, it's impressive how much design we can get out of basic elements. The jumps are all distanced perfectly.

Wonderful presentation, music and sounds.

I was not expecting a what at seems at first to be a breakout game to be an adventure game with stealth sections, I enjoyed the multiple zoom outs.

Great concept, I love a good spin on a classic!

Thanks for rating our 'A Buggy Game'.
Your game reminds me a lot of my first game jam, a space ship trying to dodge circles! Very nostalgic for me.

I like that the game has a restart animation, you still get to see the circle of the previous game on screen, and eases the player into getting ready for the next go around, rather than getting thrown in. It's a nice touch.

One thing I would suggest to push this game closer to the theme of 'Built for Scale' is to have the circles that spawn get bigger as the game goes on.

I feel similar things as Mike here in the comments:
- The fish feel too slow, in every powerup, having them fall from the sky or move through the water faster would make getting them faster. Not just the fish but the playing moving faster to pick up the fish and go to the shop would be very nice.
- On the topic of speed, having the powerups trigger faster would also be more fun.
- I took me 10 minutes to get from the 100 fish powerup to the 200 fish powerup
- Speaking of the 200 fish powerup (suspicious arrows ?) I don't know if it did anything or was bugged, the ghost cast a line but then would not work, maybe it's not implemented as you mentioned the game isn't finished.
- The music loop feels too short and thus is repetitive

The great parts:
- Opening the shop is funny, seeing all the weird stuff and wondering what they'll do. I was curious to try every powerup, which is why I stuck to it even though it took too long.
- Little icons over the head of when things can be used / interacted is good visual feedback, the aesthetic of the game is great and pleasant to look at.

Great work !

I had a great time with this ! The Wario ware style is a great idea. Having to do the opposite really breaks the brain. Especially the way the instructions are worded sometimes, parsing it quickly is difficult but in a really fun way.
I feel the stress of needing to do it quickly despite there having no timer.

Really cute and fun game, excellent work ! :D

Great music ! Love how the game fits in a tiny window, and really clever idea for the game.

I can understand how a text parser is very difficult to implement.

Excellent work !

Fantastic music, really clean minimalist visuals too.

I'm always impressed by a clean design.

The narration reminds me of the Stanley Parable and Getting Over It.
Surprising amount of content for the 48 hours. Really nice player animations.
The glitchy music is great too.

I did feel like the final area before the 'thanks for playing' message was a little too long.
For a game that points out defiance, it does feel a bit too railroady. As defiance is the only option. There is not much that happens if you don't defy the narration.

Either way, excellent work, really enjoyed this one ! <3

I remember when this was first shown during the presentation, I immediately though of those street playmats I had as a kid in the 90's.

Very impressed with the amount of buildings and intractable objects from a 48 hour development perspective.

You were right, the ambient sounds in the final dungeon are great.

I like to see a comedic take on things, it's hard to do in games. Well done.

Love the music. Dodging the beams is pretty fun. I also enjoy the confusion of the non euclidean navigation. Especially the confusion of the exit looking different on the way back, and unable to leave.

I however could not quite figure out how to complete the game. I was also able to steal the same paintings over and over again despite them not showing up after stealing the first time.

The greed kept me trapped in the infinite museum :)

Loved the art, very cute, the colour choice is great and soothing.

The chaos is fun if not a bit confusing, it's surprisingly difficult to try and keep track of four different screen locations at once.