I really like the atmosphere of this game, the background voices really bring it together.
It would help if I could tell when I'm in range to hack. Also, I expected the train announcement to have really bad sound quality, but maybe Europe's transit system is better lol.
Tiki720
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I got a max score of 25 crates filled with 2 extra cores. It gets very tense when you have less than 10 seconds on the clock when you call for the next object.
As an aside: I have found you can skip songs if you mess around with fullscreen (I have come to dislike one of them after hearing it so much).
I'm sorry to hear that you weren't able to play, but thanks for trying it out!
I had issues with resolution and the size of the camera when I built the game, but in the end, I was not able to fix it. That might mean that something important was cut off, so you were not able to continue.
The clamp was designed like that so you could see through it at parts underneath, but also see where the gripper is when the arm is not able to reach. If I had more time I would have made the smaller one disappear when not needed.
That was pretty fun! I got the ending saying that all employees will need to continually increase productivity. At first, the timer seemed too short, but once I used the upgrade terminals it became a lot easier. (I'm almost glad it ended there because I purchased a few too many speed upgrades. I was having trouble controlling the character at that point). Good job.
I like your take on the theme, though I never really got used to aiming the helper ship. The art style is definitely simplistic but I never had any trouble telling the ships apart. Good job!
I would suggest adding more special attacks, though I can't say much since I didn't master what there currently is.
This is amazing! I can't believe this was made in 3 days! This seemed like a complete game rather than a jam entry.
I'm not sure if this was on my end, but the game sound stopped working after my right Bluetooth earbud (the only one I had in) disconnected, and I tried to connect with only the left one. My system audio worked so I don't know what happened. I was running the windows version.
Thanks for the comment and review of my game :)
I'm glad you liked the number of boxes. I was worried they wouldn't be very unique, but I didn't want to add too much colour in case it confused the player. Instead, I made a lot of them.
As for the tools, I originally intended for there to be less time for the player to take things apart, requiring switching tools more often. I wasn't able to playtest the game before the deadline so sadly it ended up being easier than I hoped. With a similar theme of lack of time, I wish I was able to create a better tutorial, but I settled on the tools appearing when you need them as a simple and quick solution.
That was really atmospheric! I didn't know what to expect when I launched the game, but this was not it. This was completely different from anything I've seen, but I really liked playing it. You did a great job.
I was bad at playing in rhythm (it seemed like there was a bit of input lag), maybe you could add a visual indicator of when to press for people like me.
This was really fun to play! I'm very impressed with what you managed to make within the jam period. Some things I would change are:
- The large number of asteroids you need to destroy.
- I would not have the abilities linked to energy as I was never able to pay attention to it (maybe have a cooldown system with sound effects for when things are available?).
- I would like the option to skip the tutorial and intro scenes. I want to get into the space combat!
Wow, the art for this is amazing. I also really liked the sound effects and the concept. An issue I had was that I was mainly switching around random wires until they locked into place (I stopped trusting the AI after it made me blow up). I think this could be made even better if there was more logic behind some of the puzzle elements (Maybe you can see inside the PCBs with some x-ray glasses? you could have multiple layers with a maze of traces and vias).
Nice concept! At first, I was going around doing everything myself. Then I learned how easily the robot completed things, so I went around helping it instead. Something I dislike about the game is that the difficulty increased too quickly. There are more symptoms added in each level and a minute is not really enough to get used to them.
Really great job! I was smiling the whole time while playing this. I'm not sure why I got incinerated for being a robot though (I didn't realize the stakes were that high!). Here are my thoughts: Really good visuals. I got slightly confused about the controls during the drawing and writing sections. And I found the talking sound a bit repetitive, but I liked the rest.
This is a really nice game! Really simple, and decently fun, but there were also some issues. I found the items very hard to see and click. I didn't notice that someone wanted something (maybe play a sound effect or have the popup draw more attention at the start). And I found that it was annoying having the AI move somewhere random without telling me (maybe show when it is doing this to remove the unknown element).
The game was easy to understand, I didn't even need to look for the controls. I really liked the visuals. I found the sound a bit repetitive (maybe add some variation), but nothing seemed missing. The game fit the jam theme well, but I wouldn't say perfectly as the collaborative part seemed a bit lacking (some more gameplay interactions with the AI would be good). Overall good job!
The story was the hardest part for me since this was my first time doing one in a game, and I didn't want to make the game too hard by accident so I made some of the paths much shorter than the others. Also, that was a path that I did not expect many people to follow on their first try. If I had more time I could have made a better story but in this format players might get bored if it were too long.