Well done on winning - great article too!
DysfuncGames
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Great Idea - I need help being accountable!
I plan to use the time to continue working on my GMTK 2024 Jam game Trade Trails, I am also between projects as I lose interest or confidence in the project :/
I enjoyed working on this project so I thought why not see what it can become in two weeks.
First on my agenda is to take all of the feedback from the Jam and look to implement what makes sense things like:
- Lack of a tutorial
- Pacing issues and balancing
- More feedback on actions
- More information about states
- Easier to find trades
- General polish
- Fix several places that need some UX love, sounds and polish
Planned General game changes
- Remove trade distance limit/upgrades - this was unfun and wasted the mechanic
- Rework hazards to make them more interesting
- Update the upgrade system to make it more engaging and less tedious
- Planet clusters and new nodes to unlock
- Basic event system to add trade good price fluctuations
- New end game rather than a race to X cash
I hope to get a decent feeling prototype with more systems in the game to understand if it is fun or not - with the goal of being a lighter trading game that you can play over a lunch time or over short periods
Really cool game - I would like to edit what my critters looked like as it was hard to remember which ones I wanted to delete
I would have liked an evolve button to edit them instead of needing to delete and remake.
The simple behaviour programming was fun as was designing the critters - I would like to see this expanded (perhaps the critters stats are not controlled by the player but rather influenced (food, behaviour, previous generation experience)
The art was great and very unique, really loved the loot - reminded me of cult of the lamb a little.
Was really fun - Good job ❤️
Liked the superliminal esk gameplay - the execution is a little bit lacking felt like I was stuck on things (physicals materials missing maybe?).
The controls and camera felt clunky and not having the mouse sensitivity whilst playing was PAINFUL!
Hiding the play button was funny, but very odd and confusing.
The art was nice - reminded me of synty stuff!
I was hard to know what to do without referencing your hints so a brief tutorial on this is a mechanic and this is how you use it would be good (or at least some direction on what I am meant to be doing)
Overall I think it looked great - the music didn't fit and I muted the game!
The puzzles were quite fun, if rather hard to understand at first.
Well done on submitting!
Scaled up a little fast! :D the clicked didn't really seem to work for me I had to hold to select more troops - fun risk like concept just a little fast in adding more things to worry about :D
Nice use of assets to make something kind of cohesive.
Music and sound fit together too.
Nice entry - well done!
Kinda feels like a rage game :D
The controls felt very frustrating for me as I wanted UIO to scale up and the others to scale done - I get that doesn't help the puzzles, but I kept getting confused and annoyed!
I really like the abstract art and as others have said the meters didn't fit with that - almost just want a basic bar like in the levels
some of the dark blue elements I was unsure if it was background or foreground.
The controller felt nice, but I almost wanted the jump to go a little further not higher in some places so get more of a precise landing (movement was maybe a little fast for landing on the smaller areas, but that is just maybe me!)
Nice entry!
Fun concept - I didnt really move my goblins at all, it would have been nice to have some reasons to.
It was quite easy to just hit and run enemies (stab whilst running up and down) I never really felt in any danger (maybe that was the serine music :)).
I just took movement speed and nothing could touch me.
Nice use of assets - not sure the music fit but I like the forager vibes.
I would like to see it more frantic and the enemies be much harder to avoid, get stuck etc
Also would like the goblins mechanic to be more of a main feature than set and forget - maybe with injuries etc
Like the concept though well done!
Charming game! The UX is great the art is fantastic, all of the cute little animations of them falling over and sliding is adorable!
The gameplay is simple, fun and rewarding!
Maybe add a leaderboard or something next time as i can see this being fun to compete with other scores!
Great job and good entry!
Nice graphics that could be elevated with some post processing, I hit a few bugs and one crash. (mushrooms went in the water to collect worms).
- Feedback:
- Could do with audio.
- It was hard to select units
- The was inverted (maybe I am strange)
- there was not really enough to do with the cute little mushroom folk
Well done on submitting!
Little too trial and error my liking, I get I can be methodical - but it just doesn't feel fun or gamelike.
Feedback:
- You could improve the UX by being about to just move things around without the judge button and it would make it a little interesting.
- You could add shapes instead of just blocks of colour to help with accessibility
- It needs sounds
I think it's clever and probably interesting to some people.
Good job on submitting
Cool game - liked the cut scene :)
Not 100% sold on the turret mechanic at the start but liked it at the end.
Some of the move item by scaling felt a little cheaty...
The art and sounds were nice and the gameplay was very satisfying.
Overall fun game and could see it being build upon already got decent content to pull from and can see more rules and entities.
Great entry!
Great use of the theme the art style is simple but useful - I hit a bug on level three where I could not move the crate even though I had all 4 pickups - restarted a few times, then "it just worked".
Level design is good and felt like the game was just getting going when it ended.
Good job and nice entry!
Wow this is hard!
Juggling the block and the movement with the lava.... ARRAGH!
Liked the art, sound was a little loud for me
Controls too a while to get used to and the blocks spawn very fast as soon as you get like 4-5 high, spend more time moving the blocks that I wanted to at the start.
Would have liked simultaneous controls with mouse or something (though it looks like you were going for controller support).
Great entry and great job for just 2 days!
Really cool vibe, love all the scratches on the UI elements.
The wall jump is pretty frustrating to use as sometimes you want to just double jump and it forces you to wall jump.
Managing the movement with the Tetris is difficult to manage - masterable but difficult to do so.
Art is great and the player character is adorable.
Great Entry!
Thanks for playing and the feedback!
The max route length leads to a poor experience and will be removed.
Hmm I will try to reproduce you issue with the route not spawning... Maybe it was invalid and red so difficult for you to see? Either way I will investigate!
The initial spawn has a trade station that accept scrap and ore. Scrap being a supply good on almost all nearby planets and ored being an unlock but is present on all of the rocky planets.
But the discovery of these is a poor experience and one that I aim to improve.
Thanks 👍
This game is great! got to wave 20 to see if any of the weapons I liked more than what I had.
Graphics are nice like the lighting - though the culling can kill the lights behind you :D
Sounds and Music are great how much music is there????
Map was quite fun too - wanted a little more in the way of parkour - was hard to jump over things sometimes.
I liked the rogue elements with the perks - but its hard to know what type of gun you have.
Game is crying out for a boss wave to challenge as currently my strat is to:
- Run though the enemies as the screen shake of doom happens
- Pick up Med kits to get to full
- Kill, move, Kill
Its a little to easy to camp on weapons for ammo and having no reload means you can just bullet hose and spam 'R'.
Liked all of the enemy designs - sometimes they can sneak up to you a little too easily :D
Great fun make this into something bigger!
Maps, bosses, weapons, perks and leaderboards
Great Job! ❤️❤️❤️
This is a really fun game.
The art is nice and really cohesive and the music and sounds really fit the style.
Its really fun to balance buoyancy and throwing crates at segulls. The limited range for crate was a good idea too, but mostly I could not move as I was stuck in the jumping state.
- I encountered a few scenarios that might have or not have been meant:
- I got my boat fully underwater making the seagulls fairly easy to destroy for a while
- it was hard to place crates under the boat
I made a hover/flying boat which took me up to the sky!
Well done and great job.
Fun idea
Think the background doesn't blend with the card art or the vibe of the music.
Would like to have had some false cards so have some form of challenge as it get progressively easier rather than more difficult (like pairs)
Fun game in card form for young children though.
I like the fact that your bugs are now lore :D
Well done
Really polished and the levels were great.
Some small bits of feedback:
- if you click on the middle of the screen it restarts the level - I think the menu is not hidden properly
- playing full screen its quite annoying to aim right as there is limited space for the mouse
Liked this and could see it being a fun mobile game.
Great job and good entry!
I'm a simple man I see a high score and I need to get it.
This game was fun - I didn't realise the scaling mechanic till about 20 mins in......
Feedback:
- The no fuel sound clips and pops
- The camera zoom was annoying at times
- Would be cool to have a speed and movement direction indicator
I would play more of this game - just need more depth and challenge
Really fantastic job!