honestly it kinda reminds me of the RTS/FPS hybrid subgenre except those are usually about war and this one is just about the units doing resource extraction part
cronch
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Really cool environment, especially all the faraway shapes you can see move a bit when you walk around. The UI was fun too, and I loved the bit where your supervisor has max stats. When I saw that the kicking mechanic was controlled with the mouse wheel I really thought that was a stroke of genius, though I was a bit disappointed with it since it was quite finicky to use (I might steal that idea one day though). I got to the day with the 4000 score requirement and I failed twice on it before giving up on it, it was just a lot to juggle, and optimizing the best time to toss the denizens of the dimension in the hole was frustrating given that it’s hard to estimate when they’re actually about to die since the number is just health rather than time, so a lot of the time I ended up either having one die on me right as i kick them onto the hole, or I kicked them in too early and they didn’t give me many points. I also realized a bit late that the multiplication is based on random stats and I should try to multiply the ones who are good at multiplying and put to work the ones that are good at working, but in the end it wasn’t enough. At its best though the game does feel like a fun amount of juggling things back and forth to make sure all the parts of your machine are working properly. This was also the most eye-catching game of the jam for me.
Thank you for the font! We just used it in our jam game here: https://captcronch.itch.io/critter-carnage
Yeah the grenade launcher is definitely the weakest one even IF you know that you can hold down the fire button to make it explode closer to you (which I feel like a lot of people did not realize). Though there being a weaker weapon doesn’t mess with the game as much as it might others, thanks to how you’re always switching weapons and how you have two different goals to work with (kicking hearts and clearing waves, and the grenade launcher is only weak at one of these). At first I had the launcher one-shot enemies but I felt like it would be such a shame if we couldn’t watch enemies get launched everywhere by an explosion which is why I made it weaker lol
Thank you for the splashscreen animation and everything wonderful presentation and credits too! You certainly have your style. The way the mutations stack up on your character reminded me a lot of the player sprite chaos in games like the binding of isaac. At points the gameplay was definitely frustrating though, like with not being able to see where you’re going, and being caught off guard with a complete death sentence from the big fish coming to eat you up. Though the pain was definitely lessened by the silliness and getting to see the art.
The mutation mechanics were interesting, it’s always fun trying to optimize spending resources with that chance to get that reward you’re looking for. I felt like the potential for cool synergies was good too with the combination mechanic (though a few times I did lose all my crops that had the good trait combos on them due to the time running out). Trying out different trait combinations to see what happens has a bit of that engaging mechanic exploration in it. The turtles didn’t pose much of a challenge for me since I got lucky with the sour trait, but later on I did see how they brought some of that multitasking prioritization gameplay too. I will say though some mechanics felt overexplained while others felt underexplained at first, like how the description on itch.io explains how to use all the tools, but the game ended up already having a tutorial that explains everything intuitively. In contrast, I felt like I didn’t really understand the mutation points much at first. I just watched the points go down as I gambled for some cool traits. Most importantly though I ran out of mutation points completely after unknowingly spending most of them mutating the ultimate wheat only to lose out on all my seeds to the level timer and then have too few to buy new plants for the later levels.
phewwwww i beat it! there was a section here

that really messed me up, and most of the sections like this too were roadblocks for me. the game works like a precision platformer but the speed feels too high to be precise honestly. the jump gives a doodle jump kinda feel, it was cool that it often led to the jumps syncing up with the music, which was also a cool source of progression reminding, it was fun to get to see how the music would change each level, and same goes for the background, i just love reactive and dynamic stuff like this. i quickly got tired of hitting space with my left thumb and switched to using my other hand, i feel like having Z + arrow keys would have been good (that’s what celeste does and it works well). in the end there were some fun sections and some frustrating sections, which made me want to quit a few times but i still pushed through to the end. thanks for the video game
accidentally lost my screenshot but im preeetty sure i got 292 or 262 on my best run. this is an interesting game, it’s fun to plan out the best routes ahead of time and satisfying to see the ants carry out your plan, as well as to course-correct when they decide to go somewhere else because it’s closer. the rendering style is also really cool with the stacked sprites, i always wanted to do that ever since i watched that youtube video “the day of the dolly-mixture”. honestly the biggest problem was what seemed like a bug to me where the ants would all just become unresponsive until they died (though if i marked a new spot and it was close enough to them then they would go for it). i also don’t know if the ants getting completely stuck when one of their antmates dies in the middle of a tunnel due to a blockage was intentional but it was an issue i had to work around, which is good, though it also led to the aforementioned bug one time. anyways yay awesome thanksssss















