I enjoyed the game but after 50% or so it felt too slow with the stat caps since it was unclear how I could raise them
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The Infinite Youniverse's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Uniqueness (Origniality of the game) | #12 | 3.438 | 3.438 |
| Theme (How well the game fits the jam's theme) | #12 | 3.312 | 3.312 |
| Overall | #13 | 3.062 | 3.062 |
| Balance (Pacing of the game) | #14 | 2.688 | 2.688 |
| Fun (Overall enjoyment) | #16 | 2.812 | 2.812 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Sorry about that! The capping is not the most well thought out system. My intent was to have the new Selves generate with facet values within a certain range of your current levels, so you can't find a 100% self early in the game for instance. That will need a bit of tweaking for sure. Thank you for playing and giving feedback!
The gameplay itself feels a bit light, but the visuals and systems are nice and polished.
I would like to see more upgrades, I was at a point where I'd bought all the upgrades and there was nothing to do but wait 10 seconds for each self and/or wait 1-2 minutes to manually purchase one (because they each costed 50k+). At that point the only gameplay left was to sit watching the 'Unreviewed' screen, click the stats button, and accept whichever number was green. And this process felt a little slow since there was no way to upgrade my auto collector, etc.
I also think that if the player could purposefully create a 'build' by choosing an imbalance then it would be cool. Like instead of everything being raised equally over time just to reach 100% in each, if you could intentionally pursue a disproportionately high 'Social' facet which would then have some affect like gaining more energy from each self, etc.
This is a good framework for a game, and the first few minutes I was really enjoying diving in - it just got old a bit due to the actual gameplay loop itself kinda running out of steam once you buy all the upgrades, I feel. (although I left mine running afk for a few minutes by accident so maybe that messed up the balance a lot somehow)
This game is quite addictive. Nice pacing. Most of the gameplay was easy to understand. Probably one of the few I'm coming back later to finish it up. Good approach with the theme. I have a hate/love relationship with games that looks like a spreadsheet 💜
The one thing that I'm still not sure about, is that why I would want to merge selves when they produce energy? do they continue to produce energy?
Thank you for playing and giving feedback! I enjoyed playing your game as well (and so did my daughter!). When merging 2+ Selves, the highest value for each Facet is applied to the final Self, and the number of merged Selves is added to their production amount (indicated next to their name in the list when a Self has production > 1). So the only thing potentially lost is your ability to fill out slots since there are less bodies available.
It's not bad, but it's not great. Watching the Selfs bounce around is quite fun and some of the upgrades were pretty useful, however:
1. I wanted a reason to increase facets beyond just "it's how you win the game". Why not give me certain bonuses depending on how high they are? Or something special for maxing them all out (at the current cap)?
2. The cap has no indication when or why it increases. I can only assume it's based off the total number spawned, but I wouldn't be able to even guess how many corresponds to the next 10% increase. I almost quit at 50%, saw what got unlocked then (nothing too interesting), and dropped after getting 60% in everything. I would've at least tied progression to the user maxing all the facets in some way.
3. A lot of the automation doesn't scale well with the increasing Self cost. I would've loved to upgrade that 2 energy for 0.1 selfs/s to like 20 for 1/s. 63 energy/second means it's still a long wait to the next Self at over 8k.
I can see what you're going for, and it's a good base, but I think it needs more upgrades and better reasoning behind the facet cap. With further development, this could be great!
Thank you so much for taking the time to play and provide feedback! My original intention was to integrate the facets much more heavily into the gameplay, but I spent like 90% of the time setting up the core systems and 10% on actual gameplay 😅. I want to put in a simple character creator too and had to just settle on emoji for now. I don't feel like there's much of a connection to the player yet, and no real motivation driver 🤷. Anyways, thank you again for the feedback I appreciate it!


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