Haven’t won yet. But it should be possible with more observation of which enemies to approach and where. I was caught by surprise by several enemies being able to attack from a distance I cannot.
vuvko
Creator of
Recent community posts
Thanks for the interest! Sadly, the state of the submission is that the game can be confusing, with unintuitive UI, and some mechanics can seem bizarre.
The main game loop centers on reaching the mission, “hacking” 3 “system” nodes, and then proceeding to another ship. Doing anything other than “waiting” will raise alert levels on the ship, which will trigger more enemies to spawn and potentially trigger a ship-wide detonation. The final ship was piloted by your father some time ago, and towing it is the final mission.
To combat ever-increasing alert levels, you can close doors so that enemies won’t see you, undock and dock again (this will generally decrease high alert levels to somewhere in the middle), and generally try not to trash the place as you go.
It was strange to see that you can’t shoot and move at the same time. Also, with turn-based, the patterns become difficult to see. So it feels very different from the shmup experience.
For the weapons, for me the lance felt much more powerful because of the instant damage, also clearing bullets before you. After some time, every stage and the boss were just hitting attack, sometimes using a bomb, always activating hyper. No movement needed. In fact, every move would cause the screen to flood with bullets.
The heal-on-rank mechanic felt rewarding at first, but rather bland after some stages.
Overall, I’ve got to stage 7-1, and not sure whether it is an endless generation of stages, or there is an end to this. Bosses seem to repeat themselves, as do elites and overall patterns.
Thanks for the interest! Those seem like separate generators, and I will look into it when I have time.
In the meantime, I suggest looking through watabou’s amazing generators; an art generator by Deep-Fold may also interest you.
I’m not sure I’ve seen the whole game, as I couldn’t progress past the first boss yet.
I think the lack of information is what makes it difficult to play. There is no info about what weapon is equipped until you’ve collected a weapon from the same slot and try to swap them. No info about weapon properties, what’s better and what’s worse. I found RNG to be potentially game-changing with loot. I had several runs without any ammo on the floor.
I liked the compilation. I’ve used the first track as a main menu soundtrack in my roguelike for a jam: https://vuvko.itch.io/derelict-rogue-14drl. Please tell me if you’d like to have it removed or change how you are credited.
We’ve used your elevator as our main menu animation: https://abbradar.itch.io/office-hell
Thanks for playing! We haven’t tested on non-qwerty layouts, thank you for pointing out the issue.
Regarding the old guy bug. Yes, this is a known soft-lock issue that is related to the music “rewinding” on continue after death. If you want, I’ve posted a link to the fixed version in the comments, or come again after the judging is over, we will update the game)
There is a slight music bug when the track keeps “rewinding” on pause/death. Sadly, we haven’t figured the solution during the jam, but if you want a fixed version and a better music experience, I’ve uploaded as another game: https://vuvko.itch.io/tmp-hell
That was a fun experience in understanding what should be working and how to build your bot to last longer in those fights.
The speed of battle seems really slow, and at the start was confusing (I thought I needed to click something to start the battle).
I’ve encountered a minor bug. When the energy consumption visualization shows nil.
The premise and the start are addictive. But after several minutes, the gameplay really stalls.
I’ve got a bug where the AI Laboratory screen was freezing in the old state, but you could create new models. The b2b contracts require a specific architecture, but there is no information on which one. Your workers are just background noise; only your servers matter. And upgrades cost TFs on top of money, which makes it really hard to buy anything late-game. Also, the overall leaderboard score is confusing as I couldn’t figure out how it is calculated.
I like the idea of the AI Tycoon game. And there is potential depth in how you approach the market or your b2b clients.
Interesting arena shooter. The enemies were distinct, and it was clear when the boss arrived and what was hazardous or not in the environment.
I didn’t understand the loot or shop systems, as there was just no real pause to browse through the text safely. Only after several minutes did I understand that the icons on the loot indicate different parts of the body. It is OK to be lost in chaotic arcades and bullet hells, though.
But I do wish there was a pause menu or shop stop just to take time and try to understand the inner mechanics.
I like how you focused your efforts on creating interesting pipelines. It is similar to how shapez don’t have pressure, just casually browsing how to get from A to B. I think I would love a more puzzle approach than an incremental one for this game.
I encountered bugs: the underground belt sometimes moves items in the wrong direction, or some part of the pipeline breaks. Not sure about either, as it was hard to reproduce. Much of the player’s friction for me was how tedious it was to build, especially because every building doesn’t have an input, but has an output (which can be counterintuitive after other games from the genre).











