This stressed me out so much - - in the best possible way :D very unique concept!
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Erosion's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #44 | 4.400 | 4.400 |
| Creativity | #58 | 4.533 | 4.533 |
| Audio | #3113 | 3.067 | 3.067 |
| Artwork | #3416 | 3.333 | 3.333 |
| Narrative | #3744 | 2.600 | 2.600 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The island is eroding with time, you have to extract points before it fully depletes
Comments
This has to be one of the most creative games i have ever seen, in and out this jam! I like the idea of getting as much points as possible before the island erodes away! forcing you make the most of what you have before it's gone (y'all out here accidentally teaching people life lessons XD.)
According to some replies, the relic system was rushed, but I think it was the right move in the end! The way that the relics were implemented with the RNG and stacking makes sure no runs are the same, and also adds some risk factor into getting them as relics like the Sand Eater can pretty much kill a minmax run if the player relies on searching through sludge/waste, forcing the player to... well, play the game! One thing I wasn't really a fan of are the dams not doing anything, but -1 to a 1000 doesn't matter to me.
Now admittedly, I was confused on what I was supposed to do at first, as there wasn't really any instructions, but once I figured out what to do, that's when the game really took off, and I love how the theme of the jam is implemented without being on-the-nose. Really great job, kastelle!
thank you <3
i believe the exact function of the dams would stop a single water tile from doing eroding for 2s with a 1s cooldown? it was also last minute tbh but it was meant to allow high value tiles to generally be protected (though not very many of those tiles exist so its kinda pointless)
i will be developing this at least a little further, the feedback is very appreciated!
Wow, well, this is the most creative (and best) game I've played this entire jam! It did feel a bit odd to me that some of the relics actively hurted you, but maybe that's supposed to be like a disincentive to take too many relics. Still, it was a bit disheartening to get lava and just instantly lose lol. I felt the difficulty started off too easy, and then skyrocketed after level 7. I also found myself just spamming one tile for points, as it seemed like the most effective thing to do (and damming the water didn't seem to stop anything). Perhaps a small tutorial would've helped early game as well.
Still, I had loads of fun and hope this is one of the winners! I'd love to see you develop this into a full game with balance changes and everything! Amazing job!
thank you very much, that is great to hear <3
the relics were rushed, i tried making a build around lava but didn't really get to it, as well as stopping the need to spam a single tile
i'm glad you enjoyed it despite the glaring flaws, i wasn't really considering developing it further but i'm fairly surprised by its reception so i'll probably at least try to fix those flaws soon
Okay, so the interpretation of the jam theme here is actually flipping sick. There is no explicit countdown timer, but the ceaseless force of erosion is always inching the island towards erasure. The controls were a little unclear from the get-go, but once I figured out that you could left -or- right click to choose what action to take on each tile, it made a lot more sense. It definitely felt great to hit a good relic combo and then go crazy with the points. BUT even with seemingly unlimited relics, you always seem to end up with some relics that ultimately bring back the inevitable tide of erosion. Super cool concept and I’m honestly a little bummed out that a lot of people have probably passed on this due to not having a web build. I was there to witness it, at the very least. Bravo, dev!
Nice concept, it has potential to be great game, can even be converted to roguelike (by adding more blocks to purchase and purchased block can appear at level at random)
I noticed it was quite easy to cheese points in first few levels, but it did get tougher as level progressed, one more noticed, scores get carried over to next level, so that means, if you scored extremely high in earlier levels, you easily get passed to next few levels. I don't know if it was intentional or not, but making score start from zero each level would have been challenging.
Also, I noticed when collecting points timer goes fast but other actions timer takes slow, if it would have been other way round, it would have lot more fun, since collecting points were too slow, player would have been forced to think of ways to stop erosion, before they can collect points. Right now since collecting points was fast enough, I just kept focusing on one block only lol.
It would have been nice, to know how each block impacts next block.
Great game which has potential to grow big.
thank you very much! a lot of what you suggested was a thought but i didn't have enough time to test them! roguelike would definitely be the direction i'd go. carrying the score was intended, the first few islands are supposed to be easy to allow building up relics, though i didn't do a whole lot of testing so resetting score on each island might have been better
i'm glad you enjoyed despite its flaws :D
Got to level 7, freakin love me some roguelike action, this has a really solid foundation.
its kinda hard to control your build tho, you can be like gunning from sand then you get the sand exploder 9000 relic but the fact i even got to the point of that happening proves you got a real cool roguelike going, frankly more interesting than luck to be a landlord lol
think the dual choice per tile setup is really interesting, i see potential for the levels to not only ramp up in difficulty due to points but from layout or erosion speeding up.
i got to like level 7, but mostly because i choose to not minmax the run to infinitity



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