SO, there is so much to say here. 'tis game is GOLD.
Let's start with gameplay. The mechanic is quite simple: you swim and you grapple with your hook. The player is hindered by debris/hard masses and currents. The hook will help them with both: it destroys blockage and keeps them anchored to things to stop the effect of the currents much more reliably than swimming (which won't help if the current is too strong). Currents also vary: they may be fixed or they may slow down or stop for a while. The player must inspect the environment to proceed and strategize to find the best course of action.
I absolutely loved the art direction. I loved the use of dithering. I think that there was some parallax background. At the beginning it felt a little strange, especially when seeing the dithered background move up and down, but then I got used to it. It was a nice addition.
I quite liked the ambiance. The fact that the player skeletal remains remained after every death was a nice touch.
Overall, this was a very thorough game. Keep up the good work! (˶˃ ᵕ ˂˶) .ᐟ.ᐟ
cat.astro
Creator of
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I liked the art style. The sound effect was cute.
The concept is good, but I think that the AI is a bit unfair. They can move twice per turn (both pieces) while I can do only one move. Furthermore, if your pawn does not get eaten and reaches the end of the chessboard, it cannot be moved from there...
I think that there is little connection to the theme though.
Hi, thanks for your precious feedback and sorry for the late reply. It has been a very long start of the week…
Yeah, cheese placement in the wheel was a bit clunky. In hindsight, we could’ve added some visual clue or effect to notify the active wedge. We’ll try to remember this for the next time.
Lastly, it is possible to win with 3/3. I discovered the solution by accident while play testing. Yes we did not plan a map around the solution but did a placeholder map and tested it… since it worked we kept it
Thank you!!
Truthfully, we sometimes feared that the level up UI was too out of sight during the game session since a lot of things happen on the planet. We were also thinking about pausing the game and inviting the player to choose an upgrade, but we decided against it because we feared it would break the player's involvement/concentration and we were running out of time.
Thank you for your feedback!
Yup the game is fast. Really fast. :D We tried to target a gameplay session that was at most 5 minutes not to bore the player. I can give you a few tips though.
Tsunamis recharge faster, but have less range (they only hit a city), and you don't have to stop an ongoing research as soon as you find it.
Many cities have several disasters near them: you can choose the best one depending on the ongoing researches, the availability and your missions.
Rotate the world often as a new research could start in any ("idle") city, and don't forget to upgrade! It'll shorten the disaster cooldown time or increase damage.
Graphics (and VFX in particular) and sound were amazing! I liked the silliness switch that turned satellites into hot dogs and that the parasites attached themselves onto the satellites. The movements felt as though I were in space: I had to dose each action not to stray too far away. However, I think that it fits your game :)
The art style and the animations are amazing. I liked the mechanic. However, I wish I had a way to tune the strength of the throw regardless of the angle. Sometimes, with large objects, the "collected" sfx. I think it might be due to compenetrating shapes.
I think it would be cool if the value of the dropped object influenced the awareness of the dragon. That way, the greedier you are, the higher the chance to wake the dragon is!











