Same issue as the others btw, it doesn’t seem playable in a web browser (I tried Firefox and Chrome, and double checked my WebGL settings), was the game updated recently?
theyaoster
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First off, congrats on your first game jam! It’s a cool concept, but I did have some feedback regarding the gameplay:
Readability could use improvement: damaging tiles like spikes should be visually distinguishable from normal terrain, like a different color or high contrast. The brown horizontal bars look more like platforms than the actual platforms. The collectibles like the key and gray rectangle thing are pretty hidden against a mostly gray background.
Also faced a few bugs:
- I can jump infinitely against certain walls as the kid (like the first wall on the right of level 1), doesn’t seem intentional
- Blocks can’t move through the gray rectangle collectible
- You stick to walls by moving into them midair, which it kills your momentum. Happens for doors and blocks too
- The platform to the right of the seesaw on level 3 seems bugged
- You can get stuck on the button in the bottom right of level 5 as the teen(?)
- Putting a block in a teleporter makes the sprite disappear but the collision shape remains
- I couldn’t play through level 5, the level design felt really convoluted, especially since it also introduced a new mechanic (teleporters). Also, one of the levers on the right wasn’t accessible
You probably already knew about most of these, but I hope it helps. It’s still pretty high quality for your first jam entry. Nice work!
The gameplay is pretty and I liked the explosion effect. All the levels felt simple after I understood the controls. I think this could make a cool rhythm game if the drones moved to the beat and you had to tap them on the beat, and it would fit the title too.
Is the main menu audio is playing on the word “drone” (with the drawn out synth note)? If so, that’s kind of clever but I think something a bit more musical would fit better. Also, I think the last level’s music is a bit too loud/piercing.
Anyways, I can tell this took a lot of work to make and it’s high quality overall. Well done!
Maybe I missed something, because level 1 felt unbeatable? Not enough swords show up, the hearts barely heal, the enemy self-heals a lot, and the white tick gets crazy fast. If there’s a difficulty setting, I didn’t see it in-game. Anyways the concept is pretty cool, I just didn’t get to progress at all so I can’t rate it.
Edit: I think I just wasn’t getting high enough multipliers. Managed to get past level 1 but level 2 was already way too fast, oh well
Darn, I thought I checked for this issue but clearly not. Must have introduced a new bug when I was doing last minute updates… sorry about that. I’ll update once the rating period is over.
Shouldn’t be hard to make those other QoL changes too. Thanks again for playing and providing helpful feedback.
I like the premise and the animation is really good. The writing made me chuckle.
Potential bugs: The top bar sometimes looks filled up when it isn’t actually full (it happened on a double point round). Also one time I lost when I didn’t die, not sure what happened there. Still, was a fun experience, well done overall!
Hey thanks for the detailed feedback! We’ve been hard at work the past 24 hours and have addressed some of what you pointed out.
- Fair enough, it was never explained. It is not supposed to persist between runs so that’s something I’ll look into. It’s meant to be a permanently upgradable thing but didn’t get around to implementing it. The upgrade button explains it in a tooltip but the symbol doesn’t have it.
- I wanted to do this but failed to have time. Now the spell upgrade menu that we added basically serves this purpose (the downside being you can’t use it during battle).
- Yep, status effects have tooltips now, as do spells.
- Hm definitely not intentional, sounds like a bug. It is supposed to reset health to full.
- Yes there is now a tutorial page explaining mechanics and the strengths/weaknesses.
- Yeah that’s a bug. We intend there to be a max on the number of slots you have (16).
- Yeah will add a way to back out to the main menu, probably via the Esc key.
- There was a bug with status effects as you pointed out later that probably made it much much worse. It should be fixed now.
- Haven’t had time to think about this one but it does make sense! Slay the Spire does it pretty well
For the bugs: confirmed all of them are fixed now.
You didn’t sound negative at all, you pointed out a lot of the same pain points we faced when testing the game. I really appreciate the time you took to write all this out!




