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A jam submission

Just Let Me SleepView game page

A strategic auto-battler where you defend your sleep from a storm of subconscious emotions.
Submitted by rockcen — 6 hours, 28 minutes before the deadline
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Just Let Me Sleep's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#84.0004.000
Overall#93.7733.773
Game Design#113.7733.773
Audio#123.4553.455
Visuals#143.8643.864

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This is very cool. I’d love to see more of this.

Developer

Thanks for playing! 

The UI, sounds, drag and drop, etc were really slick. Once I realised the counters it was pretty straightforward to beat the levels although I guess the score is higher if you use less resources?

Nice work.

Developer

The total score is a weighted sum of surviving units and current gold:
score=(units×1.2)+(gold×2.0)

I spent time making sure the colors for the units and ui matched up, so I am  happy you liked the look. Thanks for giving it a try!

Submitted

Very satisfying, and it seems like a good foundation to build on :)

Developer(+1)

Even though I am making a 2D game your foxtrot project has helped me a lot! The project organization and the seedling crate wasm integration were especially useful. I really appreciate you sharing your work!

Submitted

Aww that’s very kind of you to say, thank you very much <3

Submitted

Nicely done - I haven't played many games of this genre, but I thought it was pretty fun. Would have loved to see more levels but I get time constraints. Looking at the screenshots, I see I missed the bottom right powerups completely in my playthrough, oops. Editing would also be a nice QoL improvement!

Developer

Your feedback pointed out some blind spots for me! I am adding an in game tutorial and feature reminders to my to do list. Thanks for experiencing the game~

Submitted (3 edits)

Very satisfying to watch the little guys battle it out and a good ethereal mood overall.

On the web I do get quickly deteriorating performance after level 3.

Personally I think the scrolling background is not the best match for the battle phase as it breaks the illusion of watching the tiny troops walk around, I think changing other parameters of the shader without such obvious directional scrolling would be nicer here to keep the battle feel more grounded (or just have another layer that does stay stationary could work as well).

Not sure if I just didn’t find it but an ability to drag already picked groups off the map to undo their selection would be nice.

Developer

Thanks for the feedback! Performance is key, so I’ll definitely run some profiling before scaling up the units.

I want the battles to feel messy and chaotic, yet remain perfectly readable. I'm still exploring the best way to pull this off. Your suggestions are valuable and made my day!

(+1)

Neat autobattler I enjoyed a lot. I did not really use the special abilities though

Developer

I’m thinking of making special forces a more viable path or a stronger option. Toughening up the opponent and adding more challenges should work well. Thanks for the feedback!

Submitted(+1)

It's a neat concept and reminds me of the emotion triangle in Omori, though auto-battling :)

Unfortunately on Linux, using google-chrome-stable 145.0.7632.75  to run this or Brave 1.87.188 on an nvidia 3070gtx is slower than expected.  (Firefox Nightly routinely says "not enough memory" and fails webgpu tests, even though it worked once.) 

From the second level on, the UI FPS tanks (even in the settings menu). The third level is barely playable (from the setup side, though the playing goes a little better). It seems directly related to the number of squadrons on the screen. A friend confirmed this on Windows 11 as well.

Perhaps a native build would perform better?

That said, I can see it being fun. The battling in the first level is fun to watch.

Developer (1 edit) (+1)

I love the hand drawn art style in Omori. It has such a cute and comfortable feel~
I appreciate you pointing that out! I’m running on a mac and wasn't aware of the issue. I’m working on a native build and will keep you updated. Thanks for trying to get it running in the first place!

Developer (1 edit) (+1)

I just checked the discussion from discord, since it’s okay to upload builds for different platforms without changing the gameplay or fixing bugs, I’ve added the native builds. Thanks again!

Submitted

Thanks for the native uploads. It runs like butter now and I was able to finish! Yay!

(Re: OMORI, the battle music reminds me of that in princess castle levels... so that's also a good thing.)

Minor issue -- not sure if it's a stylistic choice, or whether some fonts are missing, but the Settings > Audio Volume and the red icon in the "Mental" area are both slashed-out boxes. For future reference, of course.

(+1)

fun little idea, and really great mood & visuals! i could see this being expanded into a cool full game. i was a little confused at the start on where i could actually place my units, and thought it was broken, so it could maybe use a little tutorial text :)

Developer

Thanks for playing! You’re right. putting the tutorial directly in the game makes it much easier for players to access; I got so many ideas during the jam and plan to implement them afterward!

Submitted(+1)

Fun! However, there is a bug - if you click the abilities really fast during the placement phase, you can get infinite resources. Had fun with 1000 Mental worth or rage after playing properly :)

Developer(+1)

Impressive APM for finding that exploit! I can only imagine how crazy and cool a screen full of units looks, I hope the browser can handle it! Breaking the game in this way is creative and fits the jam theme perfectly!😂 

Submitted (1 edit) (+1)

Despite the simple counter play stuff, leads to some pretty interesting gameplay. I think it might be nice to be able to "scrunch" or rotate the units. Maybe adding obstacles for future levels could add some variety too! I liked the background and visuals a lot too :)

Developer(+1)

Exactly! Being able to rotate or adjust the team formation would be a lot of fun. I’m going to look more into collision design to fit different challenge scenarios.
The obstacle idea is great I’ve thought about placing them on the player or enemy side to create interference, which would force more strategic thinking. Thanks for the ideas; I always love getting more inspiration!

Submitted

I also loved your UI! Probably one of the crispiest ui I've seen in a bevy game so far :)

Developer

Thank you ! It's the last day of the game jam and I'm struggling to add more mechanics. I'm worried I won't finish on time, so I've decided to focus on making the UI colors more harmonious instead.