Cool game! I had an issue with the game picking up a peripheral driver I have and constantly moving up and left so the game was pretty hard for me but that's an issue my end, I struggled on the jumping part due to it but the interaction was good, it made me feel like I was patting my head and rubbing my belly 😆. The game did remind me of little big planet. I didn't get that you had to manually spin the cogs at first, I think that might have been partially caused by my control issue though since I just clicked on the first cogs to use them with no dragging.
ComradeClout
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Thanks! I added an audio system then didn't have time to do any sound design 😆. I planned to add a guided tour and had 2 ideas for the win state but didn't have time to implement the milestone system I had in mind so you could achieve the final milestone. I also had an idea for a building upgrade system which would need you to place buildings in a specific configuration to merge them into an upgraded building so you have to plan/juggle space on your base.
I was unsure about adding combat, but I was definitely thinking of adding some kind of obstacles/antagonists for the player to resolve.
Unfortunately I can't rate this one as it was lagging too much and stuttering a lot so I couldn't really play. Seemed like it could be quite cool though.
Edit: Managed to sort that issue and played through it. FOV felt very low for me but rocket jumping was quite satisfying. I did notice a strange bug where there was limited rotation of about 540 degrees
Had fun with this, practicing swinging fish into sharks is satisfying when you start to get it.
I found the starting runs a bit too short to the point of frustration. As you start to be able to do longer runs and get chased by a lot of sharks, runs become less rewarding as most of the fish end up hitting sharks which doesn't seem right.
I enjoyed it once I got into it. Very ambitious given the jam rules. Tutorial provides a set of actions for the player to copy in a real game but doesn't really give much else, it tells you what to click but doesn't highlight what those actions do (gaining gold could highlight the gold counter for example). 4x players will spend the time to learn but a lot of players would be completely clueless.
Reminds me of doing bin runs on Motor Town!
I had a couple of issues though, one was that the UI doesn't scale to screen size so most of the important information was cut off for me. The other was that it wasn't super clear what the colors were sometimes since the color overlay would mix with the item's color and it could sometimes be difficult to see if an object was classed as yellow or green. You could do a solid color overlay or a little circle which appears next to each object with it's color. Oh and I did find the AOE pickup upgrade hard to use, I wasn't sure why it would activate sometimes and not others.
I think with a few different town layouts this would be a well rounded little game!
I didn't find the main mechanic explained very well and onboarding could be a little smoother, the game felt it had a little designer-itis.
Would be nice if the towers prioritized the closest enemies first, I noticed they kept targeting far enemies while the gates were getting hit that could also be contributing to the difficulty in a way that players feel is unfair.
With some sound and more communication it'll be a very satisfying game.
Seems like there's a few bugs which hinder progression which is a real shame because I wanted to see how far it went.
Soundtrack is very chilled and I like the incremental mechanics. Would have been nice to have an upgrade which reduces the slowdown caused by carrying gold as at the moment it doesn't feel like the slowdown adds to the experience.

