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ootka

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A member registered Aug 29, 2024 · View creator page →

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hiiiii

The game is crazy good! Once I understood what to do I got hooked, progression is well done!

The game is pretty confusing. I couldn't understand what to do. Its good that instructions are shown every time when restarting cause I needed to read it 3 times to finally understand what to do lol.


The place where player should fly once they get all the resources should get some other texture. Idk what: a coin, a shop, a basket? Anything but those 3 lines. They just dont suit this thing, they describe nothing.


I can imagine with some polishing and adaptation for mobile it becoming an S tier time killer

Congrats on your first GJW entry!


byeeee

hiiiiiiii

Ahh the ultimate gambling simulator! It really is a NICE JAM (xd) entry! Never thought I would press the button... but here I am with the max score of 36...

And I would press even more! But the shock vfx/sfx are all the same (or at least it feels this way). You probably could randomize them a little bit. And there are too few upgrades. All this asides good game!

Btw congrats on your first GJW entry!

byeeeeejskl;jhlrojitt;

hiiii space cat!! (^u^)/

Sadly there are too few levels, so not all features are introduced properly, and the difficulty curve is too steep. The last level is wayy to hard (tho when I found out how to get to the cat it was pretty cool). Those energy fields are extremely harash! Once you are spinnig its game over. Its really sad that player cant break them, that would make the life much easier! And the power ups aren't really useful to be honest.

The controls are very hard, it of course needs getting used to, but i also think the ship should have a little stronger acceleration cause its near impossible to change your direction.

Its nice you added an arrow to the cat! Sad that it's .png and not .svg or something cause its really pixelated.



WHY DOESNT THE DEBUG MODE SHOW MORE JUICY NUMBERS C'MON AAAA >Δ<

thats all, byee

P.S: btw the first thing i did upon reading the instructions is shoot the cat :p

hiiii

Interesting story you have! Though some parts are unclear. Like, whats up with that 300-ish day gap in repair logs: did they succeed in preventing Forks from constant damaging? Or perhabs they were on a vacation? 

What kind of research the crew did anyway? I guess it was some kind of biosphere research of an alien planet? 

And about their notes: how couldn't they take notes if they literally sent reports? It means they totally could just send on Earth scanned copies of research papers, doesn't it? Or did they want to take the originals because of sentimentality? 

Finally, what did the Twig achieved when exiting the lab if it's on an alien planet anyway? When turning the main generator I thought that the robot would send some signal stating that there are some cool energy-generating plants (and researchers could return and thus get a Happy Ending yaaay) 


Visuals

Story aside: art is cool, I've been surprised by the game even having an animation. BUT there's an absolute lack of sprites when characters talk. For example in Forks' memory card: Characters (I kinda don't remember the names but that's besides the point) go out of robot's view and talk about the nearing research founds cut-off, dialogue gets pretty heated but the sprites remain happy. Would be cool if at least it were visible which character is talking.  Also there's a lot of problems with z-layers between Twig and random boxes, especially those stacked ones.

Also the doors between rooms could be more visible (the vertical ones). In the first room I walked around for some time and by some coincidence noticed the door lol.


Oh? There were 3 people in charge of art? Well, good job keeping consistent style! (except the art at the end but probably just rushed?) Would never thought there were 5 members in the team tbh. The end would be a cool place to put credits, but description is also fine I guess...


Controls

There is a gamepad support??? Yooo letsgoooo!! Oh.. it's not 100% and sometimes I was forced to use the mouse in the inventory but still that was cool. Though the walking animations felt bad when using joystick. 

I guess you used something like "

if direction.y < 0: play('up')

elif direction.y > 0: play('down')

elif direction.x < 0: play('left') 

elif direction.x > 0: play('right')

else: play('idle')

" So when going diagonally, lets say left-up, the 'up' animation will always take priority. Its ok with keyboard input, but with joystick player can go left and a little bit of up resulting in chracter mostly going left but having an 'up' animation which looks wierd. To fix this you can do something like "if abs(dir.y) >= abs(dir.x)" and then check separatly for vertical or horizontal movement  :^)


Music/SFX

It's good. Music is good and the sfx are good. Sorry, can't give much of a feed back on this one. But maybe its a good thing? Imho audio doesnt have to grab player's attention. It's only bad when it's too repetative or abscent.


I think it's everything I had to say, congrats with submiting your first GJM entry!

byeee

The graphics is good, ngl I kinda got the Animal Well vibes when playing it (not in a bad way tho, impressive visuals). The gameplay is chill, sometimes there are challenging parts but not at all frustrating. Also I like those funny goobers that just give you their legs and say goofy stuff lol

Hi! Thanks for checking out our game and leaving the review! There actually is a list of controls and a (kind of) goal! Though its inside the pause menu... I guess it was a bad idea to not at least put it at spawn as we did in our last jam submission >.<

Good game and nice controls! Really like the doctor character and introduction. My only nitpick is that it would be nice to have some kind of a trash bin to toss away those imperfect rotting organs once you have a suitable replacement (old organs really clutter already small workspace and often left me confused about what organs should I put back in)

Nice shooter! Sadly, boss battles (counting miniboss secret encounter) are kinda underwhelming by being a lot easier than normal encounters due to there only being one big guy with a small amount of health.
Also there are some bugs like scrap amount (and mutator scrap requirements) not showing on the level before boss and very abrupt transition into metro on the same level.
The mechanic with healing/mutating is cool, but I didn't really feel much difference in gameplay with this mutations (not counting shotgun or fire speed, they obviously made a huge impact on my playstyle). A nice touch on making a road to lead player through the level, I also love the purple lights that mark fighting spots!
It's really impressive that you managed to do a voice acting for dialogues, and they are pretty funny ngl, but I didn't really like the turtleman VA, too slow for my taste.

Cool tower defense!

A shame that there are no prices displayed for plant upgrades so I personally ended up spam-clicking upgrade in hopes of having enough purple thingy for the purchase. Speaking of plant upgrades: they are interesting, but I don't really see any use of them besides the ones that give regeneration and ability to shoot. As for root upgrade I think it should be the last one considering how much flexibility it gives (but its soooo cool, never have I seen a tower defense where you can chain the tower to your back xd)

The game is very confusing at the beginning tho, would be good to let the player read the introduction in peace before spawning monsters. Also music doesn't loop and just ends at some point which is sad.