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The Heaviest Objects in the Universe's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme (How well the game fits the theme) | #3 | 4.091 | 4.091 |
| Orginality (Is the game unique?) | #4 | 4.424 | 4.424 |
| Overall | #6 | 3.515 | 3.515 |
| Fun (Overall enjoyment) | #13 | 2.939 | 2.939 |
| Balance (Game pacing) | #14 | 2.606 | 2.606 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Visually it was nice and the actual feeling of doing things felt very good but in the end it was too abstract for me. I understood WHAT to do, just wasn't sure how it all connected. Like, okay, I now have three or four different resource pools, I can essentially channel this resource into two other pools... is one of them better? What do they actually do? The little tooltip videos just kind of show me the things I'm doing but not how adding another orange pip here is going to affect that process? Oh, I can now "fix" the red connectors, except it's a switch implying that sometimes I might not want to do that? I'm not asking for specific answers just saying that the whole process was kind of confusing.
To be fair I don't like incrementals that are too abstract so maybe I'm not the target audience but eventually the sheer incomprehensibility of it made me lose motivation.
I still can’t explain what my actions were, but at least I worked out (I think) what I was meant to be doing, always fun to try and work out what’s going on with no text. Great job though, felt smooth, and juicy. Some of the automatic repositioning after a merge was a bit of a pain, but I get that that’s probably not a simple solve.
Are you a front end Javascript developer IRL because it is giving that vibe! Super cool and I like that you fully embraced the no text challenge, and the ingame help/tutorial was a clever feature.
layers on layers on layers on layers
really interesting
I looooooooooooooove the UI. It was fun and relaxing to click around and fix up the dependency trees. I thought having the little animated tutorial in the bottom corner was a great idea for a no-text game.
I also think it really fits with the theme. I feel like there might be some challenge or gameplay missing (maybe I'm just lacking some understanding of the gameplay still, lol) but somehow it's still really fun.
I applaud you taking on the no-text challenge - it made for a lot of really interesting UI. I think for future iterations of this game, it would make sense to put a bit of text back in but keep it mostly the little logos and the cool dependency tree.