Ahh, apologies for my misunderstanding! FWIW, I think cutting scope in time to ship a complete experience still counts ;) I will def come back and check out your other games soon. Learning a new engine during a jam is a bold choice 😅 I’ve still got to give godot a try. How did you like it?
duck
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Well scoped for your first game! Definitely could use some UX polish but I was able to play through without too much trouble. For the distance-interactions, since I'm using the keyboard to move I wished there was a way to interact with the keyboard. Otherwise I didn't really need the mouse and it felt a bit cumbersome coordinating my location with moving the cursor. I had to click around a bit to figure out how to produce the various resources, and it took me another moment to figure out I had to unequip the pickaxe to interact with non-ore objects again. It's a complete playable game though--good job!
I like the concept and perspective. It threw me that the elevator seems to be animating backwards (up-> down and down->up) and it also tickled me that we're taking the elevator when the building is on fire. It has the makings of a fetch quest puzzle, just needs more puzzle elements. Nice art as well.
This game is hard! It was definitely annoying to keep getting stuck on parts of the ship or see crew members skip red tasks to join a further task that was already in progress. I guess that's part of the fun though :) Wish I could see at the end of the game how I did before returning to the main menu. Great polish and solid game loop
This game is hard! It was definitely annoying to keep getting stuck on parts of the ship or see crew members skip red tasks to join a further task that was already in progress. I guess that's part of the fun though :) Wish I could see at the end of the game how I did before returning to the main menu. Great polish and solid game loop
This hit really hard. The dimming of light, slowing down, and reduced energy day after day are very impactful to the mood. The reflections on activities that used to be enjoyable now triggering grief are so relatable. Thanks for sharing this piece (and thank you for the trigger warning at the beginning).
Top tier art and music! Cute setup and smart gameplay--combos feel simple to understand and require a bit of thought to apply optimally. I think I'm encountering a bug with the music effect because when I play a music card the rest of the cards stop registering (no glory, cards just pile up in the middle) but maybe I'm missing something. Extremely well done!
Loved the ambience. For a speed-based game it was frustrating that I couldn't skip the typing animations or continue a conversation (had to start the dialogue over after every thread). The camera rotation was a bit fast so I had trouble controlling it. I would have liked to try again but it told me who the killer was at the end. It actually froze then so I didn't see the ending. Cute game, all the same.
This was worth a play! The constant clicking wasn't for me, so I wished there was a hold-to-fire option. Otherwise though I think you did a good job of managing your scope so the visuals, audio, and gamplay felt diverse and clean. The last couple of rings ramped up the difficulty much more than the first few so I might adjust the difficulty scaling to be steeper earlier. Great work!
That’s exactly the kernel I was trying to reproduce. The frustration and dissatisfaction with logically knowing that the best thing you can do is quiet the voices of protest within you. To me, that is the worst part of the experience. It feels awful to sacrifice speaking your truth to receive the money offered to lessen the blow. Thanks for playing and sharing your experience with me 🙏🏼




