This looks cool Tim. I'll check it out later for sure! See you soon, Joe
TheStaticVoids
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Hi, for some reason the browser version sometimes requires you to refresh the page in order to be able to place towers. Bit of a weird one. The controls are a bit messed up of the stand alone version. Sorry about that. SFX are a good call. Especially for the picking up an placement of towers for sure. Thanks for the feedback!
Damn! This is a really good game. I mean seriously good. If I bought this on steam I would be very happy. Brilliant concept, excellent voice acting. I loved the particle effects and all the floating, spinning symbols, (how did you do those by the way?).
I played all the way through and only had one or two issues with gameplay. Mainly me being rubbish at the gravity well tool! Other than that I got into a really neat little flow state with the bridge builder and I felt like I wasn't alone, thanks to my little floating buddy, so top notch theme usage.
I would really love to see more from you. This game felt perfectly self contained so maybe another project which utilised a similar approach would be cool. Expanding on this core idea.
The level design was textbook! As in you used things we have been taught in our level design module at uni. Leading lines and great use of verticality lead me through the whole experience seamlessly. I was never lost but I also had a sense of awe and exploration throughout. I think people should give you some excellent feedback on this project.
The story telling worked really well here. The slow build and the gradual introduction of new gameplay mechanics, accompanied by story beats was beautiful. I was engaged from start to finish. I would say a little adjustment on the check points might be good as I did find myself a little further from my point of death than I would have liked at times. Other than that it was awesome!
One last thing is that I felt your use of particle effects, mixed with sound effects, (and screen shake) really sold the power of the lightening. You managed to make so relatively simple visual elements work exceptionally well. Congratulations! Great work, and I can't wait to see what you come up with next.
Cool! We also thought the artwork was awesome! lol Ludo really smashed this jam and was responsible for making 90% of the artwork including all the towers, menus and UI design. I also loved tower defence games as a kid and this really caught my attention as a developer. I loved getting to spend time play testing and have got some pretty solid strats now. What was you favourite tower? We have all gravitated towards the rail gun but I do love the flame tower. That thing rocks! Thanks for playing and giving us such glowing feedback. We really appreciate it!
Thanks for playing! Sorry about the inverted controls. We think we have that nailed down now for the update. Sucked we couldn't sort it in time for the web build. Bit of an odd issue it turns out. Thank you for playing and letting us know what type of controller you were using. It is super helpful to get feedback with details like that so thanks! Hope you have had a good jam. Can't wait to check out your submission.
Yes sir, those menus blew us all away. Ludo has secured a job in menu design for all up coming jams! lol
As for the inverted controls... yep! That is a issue. Really odd bug as it was fine in editor. We think we have found the issue and will update the game as soon as the jam ends. It would be great if you wanted to play it again then. Thanks for trying it out and taking the time to give us some feedback. It really helps us improve.
I agree with you about the menu. Ludo absolutely smashed it! I really loved the animation on the cards. Very cool. Thanks for restarting and giving it another go. We are working on fixing that bug. Maybe it would be cool to make an AI for the second player for when you are playing solo. What do you think
Thank buddy, if only the controls would have played ball for the second player. It is really good fun playing together. The controls aren't inverted in editor so we are having a little trouble sorting them for the builds. I think Jack has found the problem so fingers crossed for the next updated! Thanks for playing.
Ah I had this issue yesterday. I have no idea why but sometimes it bugs out on load and you can't place the towers. A reset should help but that is even more confusing! We will try and dig down into the code base and figure out how to address this issue. Thanks for giving it a go and letting us know what went wrong.
Amazing work and polish on this game! The controls feel tight, the animations are clean and well made, everything about this is made to a very high quality.
As a UI designer I might be a little biased, but that was probably my favourite feature! The menus are responsive and the information is gotten across to the player very well.
Great concept and execution for this game! The main character looks lovely and I enjoy the little audio clip for Henry. The scenery and the atmosphere is wonderful, even if I think the blizzard might be a little too thick!
Would love to see something like this with more to interact with and discover out in the wild. Great, polished work!
Easily the game that had me the most hooked this jam! The music was a little loud on the ears to begin with but in time I found myself jamming along. A bullet hell shooter roguelike that delivers quick and decisive upgrades, VERY polished! Even with an endless mode, alternate lines of dialogue for each upgrade and lots of different enemy types that encourage different strategies and ways to play.
I would've loved to see the boss character appear back in the endless mode! They seemed really fun, and their high spread made them both harder and more challenging to fight.
A level of high polish, lovely sound and gameplay! The asteroid hitboxes were forgiving in a way that made the game fun to play, and the controls on the ship were nice and tight. Only thing I could recommend would be to add some tooltip to the menu about what it is you're supposed to be doing in the game, just so nobody gets shocked like I did when I suddenly got thrown into the action!
I'm afraid I couldn't quite get into this one, the music was a little distracting with it looping at every death, and sometimes the player would get stuck on the podiums, making the already tight jumps and timing even harder.
I do like the idea of a time limit for every level, but maybe best hard coded rather than in the form of a ghost or spirit chasing you.
Honestly really enjoy this one! Even if it's just a game of footsies in the end, I feel a simple system like this could end up REALLY promising for an actual sort of multiplayer IO game! With just a little customisation to the knights, some extra polish here and there, I would absolutely love to see this with some real online functionality someday.
(And hey, if it weren't for the description and the names, you probably could've fooled me on the multiplayer anyway!)
I honestly really wanted to enjoy this game more than I did! The best music I've ever heard in a game jam, satisfying movement techniques, amazing sprites and a 3 hit attack combo to die for, I found myself instantly invested the moment I fired it up.
I think this game needs some reworking in certain aspects though, indications for the player like a health bar or how much damage they're doing, the ability to drop through platforms, stuff like that.
This game absolutely has some good legs, I'd be very excited to see this improved upon in the future!
Loved this one a lot, I felt myself immediately attached to my egg friends the moment I read the description and had to try it out! The player feedback on collecting eggs and shattering is very well done, and the controls are decently tight while the egg shape helps the game feel more unique than similar titles.
I didn't manage to finish the game- maybe making your egg friends act as cheggpoints might improve the experience and help the player feel as if they're progressing a little more? Either way! Loved the game, I'm elated to see what more egg related things you design in the future.