Thank you for feedback!
Yeah, sorry, BGM in battle has no loop because it was not tested properly :_)
megurte
Creator of
Recent community posts
Thank you!
>I also had some questions about the balance. On my first attempt, I lost very early, but on later runs I found a relic and combination that felt extremely powerful and allowed me to complete the game twice using almost the same strategy. At the same time, some other relics felt too situational to be useful during such a short run.
Ye, agree that not every action or relic is 100% useful, but what's more important is finding synergies (even strong ones) between them. Otherwise, hardly any game can build perfect balance (except Heroes of Might and Magic 3, but that's a different story). So yeah, I'll work on that in the future
>My biggest issue is the interpretation of the jam theme. Even after reading the explanation, it still felt more like a traditional card roguelike with the theme added afterward than a game built around the theme itself. That is only my personal interpretation, of course.
That's totally fair and I've heard it more than once, and to me the idea of playing around gimmicks with timers seemed pretty obvious from the start. But not everyone got it. So next time I'll try to make it more surface-level / more obvious.
Thanks so much for feedback!
You actually spotted idea
But the delayed attacks were designed as another countdown layer on top of the no-answer attacks, but the game doesn't explain the gimmick at all right now. Fixing that in the post-jam version. And glad the artwork landed - means a lot ❤️
ありがとうございます!
AHah was really funny especially uma musume reference :D
because i was laughing and couldn't keep doing mini games xd
Also it's one of my favorite art styles with usage of rough line art without anti-aliasing 💖
ALSO!
Want to mention this setting reminds me lobcorp (even if it's nuc station i know)
Great game, was pretty funny to play it!
Thank you! :3
Aha, you're first person who mentioned settings and localization :D
Because I made a handy package that lets you edit all the game's text through Google Sheets which I tested out in other my games
https://github.com/megurte/UnityCsvLocalization
Fair enough. Thanks for taking the time to play and write this out. The delay-attack countdown was designed as the theme carrier from the beginning, but you're right in case - the game never actually teaches it (you have to figure it out by yourself that isn't great i guess) so if a player doesn't notice it the theme reads as absent. That's on me and most useful takeaway
And yeah, just to be clear, everything was made within the 96 hours (exept of some things and packages that i mentioned in entry topic). And in post jam version will make the mechanic properly visible. Thanks again for the honest feedback :3
The jam's theme is border and direction and it can be interpreted in any way. In our case it's a gimmick.
Maybe it wasn't clear how the mechanic works, so it's confusing how it fits the theme. I'll add a proper explanation of the Delay Attack mechanic in the post-jam version to make it clear
That gimmick with delays is played out of enemies slot and core game play in your opinion isn't main mechanic? :D
Thank you for your feedback!
Theme fit is delayed attacks and timers. You have to interrupt it before it slay you
Just to be clear here is the example
Wished to add one more mech with delayed player attack (skip slot for one turn) but didn't make it in time because was busy with polishing
> Some of the words you use in the cards are not really clear on what the effect might be, like what does "stun from a margin" means?
That's quite unclear for sure. In post jam ill fix localization problems
> It looks like it has been done for another purpose rather than the jam
Isn't the goal of jam to make a greate game that players enjoy?









