Yeah, sorry for the slowness. I wish I would've managed to have the time to add the time scale slider I wanted to implement, ended up setting the timer too slow while trying to make it more accessible.
I assume by "move when crossing an enemy room" you mean escape after entering a room with a guard?
That would kinda change the type of game it is though, the idea was for you to go through fully undetected, using Neuro to scout ahead and prep things before you even enter the room, and that's why calling Neuro is so strong. She not only reveals how many guards are in the room, but she also locks down the room making it so that no guards can enter or leave it, so you can use Neuro to lock guards in rooms you don't care about and to make sure empty rooms stay empty.
(If I'm wrong about what you meant please do correct me, I've been polishing the game up and am glad to take recommendations)
tatoyoda600
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Crazy amount of very good art and the writing was quite good.
Sorry I didn't want to join the VRChat botnet, I ran it in a VM.
Really like the little touches like the echo in the cave, Vedal's morph suit mech, the little kiddie stairs for the gamer chair, and the dissolving effect at the end. I remember at the end of you guys' last dev stream there were mentions of some cut stories, would be cool to know what other stories were planned.
Found it a bit weird that only the 1st and last levels have any type of movement, I thought it'd be no movement until nothing was happening, then I expected to move in all or some but never had to move again, until the last one where nothing was happening again and I realized I had to move.
0/10 - No Victorian child explosions, better luck next time.
Thanks for the recommendations!
The game playing slow is a bit of a consequence of me never managing to add in a pause menu, originally you were going to be able to control the turn timer, so you could set it to the speed you were most comfortable with instead of being forced to play fast, but no menu means no place to set that, so I just hardcoded some midpoint value that I thought would be ok for making it accessible.
I'll keep in mind the idea of giving Neuro more abilities, you're right that it could be quite cool, just gotta think of what I could give her without making the game too easy...
Great game!
A shame it's so short.
Also, I was able to kinda sprint through a lot of the level without issue, so there doesn't seem to be much of a reason to sneak around. The robots don't even catch you if you leave their vision cone fast enough. I had to make sure not to abuse the sprinting and undermine the game.
Yup, that was what I was planning to do for the Neuro integration.
I didn't want to do that for human players because I didn't feel like I'd manage to make something that would be challenging enough to be engaging in the duration of the game jam if I went with turn based, which is why I opted for this pseudo turn based system, where you're forced to keep up some pace at least.
When I add it for Neuro, I'll probably add it in a settings menu as an accessibility option though, especially if I manage to think up some twist on the mechanic in order to increase the challenge for harder levels.
Yeah don't worry, I think the game is super great and I enjoyed playing it.
Also I'm sure that the mechanics make sense logically, just that it'd be really helpful if some stuff clearer in the moment and a bit easier to understand, in order to avoid frustration and feeling like the game is broken when you misinterpret/misunderstand/forget what you need to be doing.
Insanely well made for a jam, in terms of levels, graphics, mechanics, great game and great job!
However, apart from the addition of sound, I feel the current objective(s) should be made clear while in the levels, I kept on playing a level and not being entirely sure exactly what I needed to be doing. I'd assume I just needed to survive 9 turns, but then it'd be turn 11 and the round wouldn't end, or I remembered I needed to clear the map, but the enemies just kept on spawning infinitely.
What was really annoying was how the grey enemy tiles worked in different level types, sometimes I needed to have a unit there in order to complete the level, other times placing a unit there would mean it would instantly die next turn.
Add onto this the note in the description saying that you can softlock your game by placing your troops on the grey lavalamps, and I really struggled to understand and reach the win conditions for the levels
Oh, I forgot to update the description to mention that issue with the non-fullscreen view, sorry about that (I learned of the issue earlier today)
Yup, as you've noticed, all the events in the game are controlled by that timer. Ideally you'd be able to control the length of that timer, so that it's basically a turn-based game, but I never had the time to implement any menus, so I just ended up throwing some midpoint value for the timer length (It can be a bit long if you need to wait a few cycles, but I didn't want to exclude any players that might need that extra time)
Cool idea, but I'm not sure I understand the memory cards. Can you get rid of them somehow, or is there any bonus or utility to them? Because it seems like you can put 1 of them in the special slot on the right, but after that if you get unlucky and end up with a hand of 7 memories then you're just stuck and can no longer get any playable cards.
Also, since there's no animation, or title-card, or any other visual signal that a turn phase has begun, it's quite easy to skip the main phase without draw and/or playing a card on accident.
Pretty unique idea, combining idle/clicker with tower defense.
Sucks that the cards are broken in the build you managed to upload, but the game is still playable, though the amount of enemies, towers, projectiles, and cookies really starts slowing down the game after a bit.
I don't know if there's an ending, but I reached stage 20 before getting bored.
Quite fun!
Pretty easy once you get the right party member (I like Ellie + Robo-dog + Cerber combo), but the game always seems to crash for me on stage 4 (After the 1st boss fight), so I don't know what lies after that.
ALso, Numi's attack seems to be inconsistent, it'll randomly change values sometimes (I've seen the number be over 1k) and doesn't seem to match up with the actual damage she does.
It reminds me of Spelunker NES, but I think I missed some mechanic or something.
I tried multiple runs and went as deep as I could, but no matter what you do eventually the torch just runs out and you have to avoid the curse, which makes some dead ends inescapable.
Does throwing the torch help in any way, and how far away even is the bottom?
Cool game
I found the puzzles quite unintuitive though, I still don't know where the text you have to put into the 1st input field is, I had to look through the js file to find it. The IP one I might've figured out eventually, but I ended up looking through the code for that one as well, and then afterwards realized where it was hidden.