I think this game is really polished! I really like the theming of everything. From hacking the machine for buffs and upgrading cards being more senior employees! This very much reminds me of Balatro but I think it can stand apart from the crowd. That being said, the UI can get a little confusing. The comments "//" being the favor text is a really fun idea I think you should keep but I think a little messy the way it is now. This having more stats than something like Balatro, I do feel that you must really make the UI clear. It took me a couple of nodes to really get a hang of the gameplay. Balatro has 1 number to beat, this game has like 2 meters, the bug counter, and slot %.
I will say I mostly picked the cards base on what they did, planning/debugging/merg, I did not really look at the % chance at all. I think it was just too much for me at first to care then the percentages mattered less than just having the correct types in the deck.
The mechanic skill check of stopping the slots was something that popped out at me. I do not understand why this skill check exist in a planning/strategy game about manipulating the odds. Although I did pick the upgrade that slowed down the slots, so maybe you have more planned then I realized.
I did notice some build variations in the design and I think that is really fun. I did not get to spec too far into this but it seems there is a bug build? As in, converting bugs into progress? That idea seemed really funny to me while playing. Although I defaulted to using the strategy of managers planning to set up buffs into cheap vibe coders for production (topical? lol.).
ChenxiGao
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Very fun start to an arcade style game! I have a wishlist of two things: an indicator/SFX for when my attack is off cooldown and a mechanic that lets me speed up gradually. I want to go really fast and lance a bunch of enemies at once. I do not think players will be playing too much attention to the little arm pull back animation, which is the indicator of attack off cooldown.
Nice work! There are some small things you can definitely implement. Things like when the camera turns you can see the default grey box behind it, numbers and level design can be adjusted to feel more intentional, and unparenting the projectile from the mouse (it seems to follow the mouse vertically). Great work and I had fun!
This game could use more juice. I think the game play can stay exactly the same but if there was dirt particles when I am on the dirt or when I hit a wall that would making even the "wrong" actions fun. They don't need to be perfect. The actual racing movement was fun! And the obligatory please make a web build for jam games, lots of people will not try a game with a download. Probably more important than a linux build!














