Some tweaking on the enemy colliders is in order, right now this is the best we could manage in 4 days
XDinky
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We experimented with different control schemes and the scroll wheel felt the most natural (but we might have mouse that are too high end)
We can probably set up a button remapping menu after the voting period is over, the game jam time was what it was and we didn't have time to implement it
(but right now if you download it and use a controller it should work with the shoulder button, if you play it as a non-steam game you can remap the controls yourself to anywhere on the keyboard, it's not the best but I hope this kind of helps)
Good idea, great adherence to the theme, I felt the scaling of the cards very much when combining them. My strategy was to take a few hits and never attack while combining as much cards as possible, after a few turn I would have enough hearts and shields to survive anything and continue to get my weapons higher and higher until I could just one-shot 25 life enemies in one turn. It was very effective.
I think I won the game, I got to wave 13 and then the enemies would just come back as if it was level 1, but I had the devastantin 13 level cards.
Also the shield doesn't work when the enemies use it (that's probably why I felt the game was so easy)
Good game, well put together, it became very addictive. I wish the difficulty would scale a bit more in the later levels
Alternative title: Snake, but make it juicy!
Loved the wobble animation and the juicyness of everything in this game, also I like the idea to have sort of a tower defense mechanic built into snake. I wish you did something more with the sprint mechanic, because I didn't feel the need to do it so much (expecially because I'm bad at snake and if I sprint I also bump my head very easily).
An idea could be to have the snake mother be invulnerable when sprinting, because she only cares about saving her offspring and not about injuring herself (?). Idk maybe some experiments with playtesters might be needed.
That said this is a pretty solid game, good work!
Great art and animation! Very creative Idea!
The effects on the base deck are a bit too complicated to understand how to play well as a first time player. I got the hang of it after the second time I died. Maybe have in the starting deck an easy combo, but relatively weak compared to the late game ones, could have helped. Also have key word (like the ones in magic) or symbols that mean always the same thing could have eased the cognitive load. Imho a bit more playtest on the UX might be needed.
Other than that this is a very solid game for a game jam, I hope you continue working on it after the voting period is over, bravo!
Loved the art, very creative idea, very juicy!
Just a little thought: it's weird that you have basically two different life bars (one for the planet, that you can regenerate, and one for the player that does not regenerate). It could be interesting to differentiate the two life bars more, for example have the size of the planet influence your jumping height so sometimes you want you planet to be small to jump on higher enemies. Or just have one single life system (the size of the planet) and make the player immortal, but maybe when the enemies attack him you can have him be stunned for a couple of seconds (maybe precious seconds that will deplete your planet too much).
These are just some thoughts I got while playing the game, feel free to ignore them ^^'
Other than that this is a very well polished game, bravo!
Great game, great art, numbers go up, very addictive! I love the programming part of it, if you have more time after the jam it could be great to see more complex behaviour implemented (like if statements and states)
Some UX suggestion I wish you had implemented:
- I wish there was a way to know what are the settings on each critter I have in production (I had to remember that, to make sure I don't delete the ones I need)
- I wish there was a way to zoom out the camera or move it around a little (sometimes the mother was too big to see the screen)
Other than that I enjoyed this very much, bravo!
Great puzzle game! I had so much fun trying to figure out the correct order of actions.
Just a note: I wish there was an "undo" button, and not just a "restart" button. Sometimes I had the level pretty much figured out but for a little mistake I had to restart everything (Maybe that might be added after the voting period is over if you want to polish it more).
That said this is a 10/10 submission, I love this kind of puzzles
Love the art style choices: why use programmer's art when you can just use a cube? :D
Other than that the game needs a little bit of polish, it's kind of frustrating having to restart a level because you scaled a cube a little too much because you mistimed a jump, I have no idea if it could be better to implement an "undo", or have the cube scale faster, or have the ability to freeze the cubes in place once they are in the position you need them to be
At first I didn't figure out how to upgrade the ship, I got like 300 upgrade points with the base ship ^^'
Once I understood how to open the shop the game was really engaging, it reminds me of Captain Forever Remix.
I would suggest to put the shop menu in the pause screen (so esc opens the shop and also pauses the game?) or to put a big popup explaining how the shop works the first time you get enough upgrade points to expand your ship.