being able to pierce through a ton of asteroids at full speed in the late game was INSANELY satisfying I swear, this is a really well done and fun incremental!
nicejammer
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I tried too and it didn't work, that's why I figured it could be physical (specially with players reporting different keybinds working). I basically spammed many possibilities Ctrl+Alt with both Alts and even Ctrl+Win just in case, but nothing happened at all. I've got a brazilian ABNT2 keyboard layout, if you want to test it in a browser to see what keybind comes up
Cool game!
Small note that at some point I think I double clicked the continue button to transition to the next customer and somehow froze it and I was unable to click anything, so I had to refresh. The cheat code also didn't seeem to work (did you register Ctrl+Alt+Minus as a physical keybind? My keyboard layout might not be the same as yours so that might be it). I did get all of the upgrades afterwards but I was unsure if there was anything more. I like how it's centered around chances, my game's pretty similar in that regard! Your dialogue is quite fun as well.
All in all, nice entry!
Cool idea! Felt a bit overwhelming in practice though, I barely paid attention to the upgrades because it was like playing 3 games at once (maybe making it run-based would solve that by having you buy upgrades permanently between attempts? you'd surely be stepping further into the incremental territory). Regardless, nice entry!
>Start up game
>realize I can drive a TANK :O
>RAM into a station IMMEDIATELY, losing HALF the hull
>drive towards the next station
>REPEAT
(i unironically kept doing this the whole game and I'm convinced this is the true challenge that threatens survival xD)
my stupidity aside, this is genuinely fun to play, I love how you can both drive the tank and have to walk out of it to gather stuff in every station. It's also great being able to keep your inventory for the next stage, adds some strategic element where, if you charge 100% early, you can choose to just keep gathering for as long as you can while still having to watch out to be able to leave in time.
I lost after a few stages though (obviously by magnificently destroying my hull lmao) so I don't know if there's an end, and I couldn't quite notice whether it was getting any harder in terms of getting the materials in time before the storm.
All in all, this game honestly rocks. Great job!
I think the idea for the controls is cool, but from the start the execution didn't quite feel satisfying for me, and knowing I have this master timer of 15 minutes to finish didn't sound good as I wouldn't even be able to take my time to get used to the controls. Could be partly a skill issue, I know there are momentum based platformers out there and I don't recall any I've actually played, but I agree with the other comments that changing the level design to be more open and fitting for the controls might be a good call. Solid entry nonetheless!
I LOVE this! The whole presentation and vibe feels extremely intentional and I can only wonder what else this crazy world would have to offer me, I'd totally have kept on playing the whole thing if there were more to it, genuinely didn't expect such a well done demo from the thumbnail alone xD great job!
Cool game!
I got to the level with red saws, became a bit frustrating at that point. It's kind of a matter of taste, I've seen this mechanic of jumping before (only game that comes to mind now is "Balls?" by Dani) and I like how it was done here, but I think I would've personally preferred a more foddian approach to the levels, having you basically climb with no way of dying to obstacles and, instead, multiple (although manageable) ways of falling and losing progress. But that's just an opinionated idea, it'd be surely a different type of game.
In any case, I think this was well executed and the presentation is well done. Nice entry!
I loved this! I finished all levels, 14th and 15th were truly pretty tough but also really satisfying to figure out. I think the gradual teaching of mechanics worked perfectly, I didn't even see there was a cheatsheet in the description at first. You've done a wonderful job at level design and, honestly, everything else. Great work!
Ohh right, that was it! I beat it now. I agree with the other comments that the text could be more readable, and maybe that mechanic is better off introduced in a point it's really required to proceed. Also, I think the Q mechanic could have a different key for who's moving on WASD, and having to slow down on the boxes parts felt a bit off compared to the whole speeding feel (if that's what you were going for). Overall though, fun game and nice presentation!
I'll be honest, from the very start I barely knew what was happening and it just got more chaotic from then. I understood that I had to collect white stars because they shoot and all that stuff but it seemed like I couldn't do anything to stop the red enemies? I couldn't dodge, shoot or heal by myself, the whole stuff felt almost completely automatic after getting a few minions. At some point I just decided to stop controlling altogether and it literally became an idle game, there were enough minions to keep the game going on by itself forever and I still had only gotten like 3 of those big balls (I agree that 10 may be a lot, unless more variation is added). I think the idea is cool and all but right now it feels closer to a little simulation program rather than a game, the player needs to have more control and challenge for it to be fun imo. To be fair though, you did say you planned to add upgrades and stuff but had to scope it down, so I guess that's a side effect and I feel that. Congrats for submitting anyway and best of luck if you do plan on improving it after the jam!
I should've playtested more, I had only gotten this null bug once during development but apparently it's got something to do with having an extra gun early on for some reason. It probably doesn't add or remove anything if you select it as null though, I'd bet the guns just look like a single gun sometimes when both are shooting in the same direction (which is something i kinda didn't know how to avoid completely :/).
I'll look into solving that, thanks for playing and for leaving feedback! :)

