Super cool and very creative! Well done!
rchiossi
Creator of
Recent community posts
Really cool game. I had some trouble figuring out how exactly the time mechanic works, my time just kept going up and up, then it drained all in one go. Also, multiple times I accidentally deleted a building by trying to click the build next to it (I assume the click triggered an unintentional drag the moved it over). That aside, fun game! Well Done!
Fun little game! I wish there were more reasons to move though. For me the optimal strategy was to load on ammo and stand perfectly still and shoot if something came my way, which meant most of the time I was just watching my ship float forward. Still, it grabbed my attention for a couple runs! Also, it would be nice to have the shoot keybind in some key that does not conflict with the movement buttons (pressing forward and shooting at the same time is not very nice with the current keybindings). Spacebar would feel more natural.
Well done on the game! Good Job!
Very nice game! I had some trouble with the arrows, I couldn't really tell the timing or how they trigger. I though they were triggered by entering a certain area, but in a few runs they didn't trigger at all, so I'm not sure. It would also be nice to have a way to quick restart the level when I already know I'm not gonna make it in time. That aside, I finished the game wishing for more! Great job!
You are spot on! The game end up indeed overwhelming at the very start. We tried adding some feedback on to the user by highlighting the ones that can be used on that turn and showing their effects on the enemy health bar, but it was far from being enough. This is something that definitely needs some improvement. About the different approaches, this is a side effect of tuning the damage and the health of the enemies. Our idea was that different combinations of hp/armor, hp/shield or all three would favor one skill group over another, but the gameplay was too slow and quite boring. We end up sacrificing that strategic side for better combat pacing, however that is definitely something we would like to bring back with more time to tune the numbers.
Thanks for the feedback and for giving our game a try! :)
Tweaking the numbers on 20 different skills and monsters was quite complicated. Looking back we should have gone with less numbers to balance. That is why the numbers feel a bit off here and there. We went through multiple iterations of "battles are too long" to "things die with one-shot" until we landed in the current version. Numbers look off, but the length of the battles landed where we wanted.
Your remarks are spot on though, there is a lot to polish still. Thanks for playing our game! :)
It took us a couple iterations to figure out how to best tackle the "getting weaker" mechanic. Initially you could choose out of your entire pool of skills, but that created a "best order to forget" problem, where every run was exactly the same. We eventually landed on the "pick between those random 3 options" and the overall feeling improved a lot. Thanks for giving our game a try! :)
Thank you for playing our game. We tuned the difficulty down because most people were unable to finish the game and we would like the broader audience to have the full experience. Still, you would surprised to see how many playtesters were unable to finish on their first run even with the current version. But you are totally right about the difficulty. As roguelike enjoyers ourselves, we also prefer a more challenging experience.
The art of this game is truly beautiful, It really fits well with the game!
A few toughs:
- The tutorial was too much for me. After the first few, I was just thinking "Just let me play the game". If you have too many mechanics it would be nice to let the player play for a bit before the next set of tutorial messages.
- The tutorial mentioned you could discard cards, but I couldn't figure out how to do it.
- It took me a while to figure out how to play the cards. The very few you would just click to play, so I was sure the attack cards were bugged since I clicked then and nothing happened. It took me a while to realize you had to click to target.
Good job on the game!
Fun physics on this one! The countdown however feels a bit out of place. I often ended a level before the clock ended and had to keep clicking a circle without moving and right clicking just to proceed. It would be nice to have control over the freeze time or have the level end once the boxes can no longer move. In any case, good job on the game!
What a fun game! I got the first key but then got stunlocked between two number 8 keys and the game crashed. I was surprised at how fast the unit types became second nature and I was blasting through combat. Very well implemented! The puzzle on the second floor felt a bit too hard given you cannot see what is coming on your next step, it would be nice to have some leeway on how much ahead you can play. Great job on your game!
