The controls and music are both really good in this one. (:
BestPossibleGames
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Ha! This is cooler than I thought it'd be. Some really good ideas here (as usual).
I don't fully understand what's going on (unsurprising because I only played for a few minutes), but it feels like there's a bit too much story and explanation and stuff. I don't know if choosing the order of the eras makes sense as a player. I feel like I should either be fighting backward through time to improve the stead of my ancestors or maybe fighting forward through time to ensure the existence of my descendants.
There's a nice morale here, which is that (generationally or not) we're all fighting a similar battle. There's a kind of Braid thing possible here where because of the collapse the actions of your ancestors could have meaning in your timeline, so maybe making the actions of the 'ghosts' more necessary or meaningful would add something.
This game is a cool idea, and I'm glad you're still at it. Stay rad.
Outstanding! Brotato eat your heart out.
Some really nice innovations here - the infinite world without wrapping feels really nice. The enemy spawns happening offscreen and them coming in is nice too.
Love the minimalist graphics. The idea that the enemies are also leveling up could make for some really interesting gameplay. Maybe the player could be given the choice of the enemy buffs too, might allow strategizing to try and make them weak against whatever line of buffs the player is taking for themselves.
I did find one degenerate strategy that worked too well in my win which was to just walk straight left and shoot right once I had more speed than them. Their chase pattern just lined them up and I didn't need to aim anymore. Could be countered with some more interesting enemy movement to force the player off their linear route.
Truly great little thing, I hope you develop it more, and make lots of more games in the future. I like your style.
You got it.
I'd like to see a version with more emphasis on skillful play and less emphasis on out-of-dungeon progression.
I like the idea of time being limited by light and food, but it feels like my ability to stay in the dungeon a long time is 95% how much I've upgraded outside the dungeon and 5% (or less) the choices I make on any given run.
I think there's something really fun possible here where choices (still made quickly! and under time pressure) feel more meaningful within each run.
I also didn't notice or discover any overarching goals of deep runs. I think the way dead cells handles this with different areas accessible after finding 'runes' and paths through the different areas leading to different bosses is really neat. I'd enjoy this game more if I went in thinking, ok, this time I want to make to to level -20 and kill the so-and-so monster.
Just ideas. Really good effort here setting up a TIGHT gameplay loop inside the dungeon that feels really good. Thanks!