I played for a bit, and I definitely could be missing something, but this mostly felt like I was clicking random upgrades and hoping they would accelerate me. As far as I can tell, the colors correspond to powers of ten, but I couldn't tell if I was spending a currency or just making the usable number as high as some cap. That made it more or less a guess as to what kind of strategy I should use. Eventually all of the dots were full... and I think that means I made a cell? But there wasn't any indication if that was actually right or if I missed a step.
immutableman
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This is a fun way to combine different game genres. But I felt I wanted my success to matter more. When I failed, I was only losing a few dollars, so it didn't really matter. As a thought excersize: what if they multiplied? So I really wanted to be as perfect as possible.
I also found the difficulty wasn't quite right as I was upgrading. E.g, I might ace slicing repeatedly until I finally get enough money to actually make it hard. Maybe there could be discounts for the difficulty upgrades if you're consistently doing well?
- The opening phase requires a ton of clicking with no meaningful decisions. QoL would be an upgrade or something that lets me auto place or auto upgrade? Or maybe the phase needs another mechanic.
- Breaking down each phase a bit further with gates to unlock features might help players learn what the different things are actually doing.. for example, in phase 3, I never actually learned what the "white dots" UI on the left did. I just kept clicking things based on what seemed interesting ignoring things that I wasn't able to modify / upgrade.
- Another (minor) example: clicking on the meteor doesn't appear to do anything, but if the cursor changed or if the meteor followed the cursor, that might help teach what's going on.
It took me a bit to 'get' what was going on, but I like this idea a lot. It was a really fun surprise moment when the game looped with my new species. abiogenesis really fits both themes very well! With a bit of quality-of-life tweaks, I think this could be an amazing game, and I'm quite impressed at how the game communicated things without text.
This reminded me a bit of some of the early arcade games. Easy to pick up and hypnotic! but I can imagine the difficulty spiking as the incoming waves get faster.
I tried to "double tap" to get 2 kills, but wasn't able to. That might be an interesting way for the player to have more skill expression. Or, maybe the attack window gets tighter or moves faster.
I like the idea of a resetting memory as "waves", but it was a bit hard to see that play out in the game. The diary entries don't seem to line up with my actions, and it's not clear if I'm "remembering" something or if I'm "recording" something. I was also kind of confusing what caused a "next day" reset vs ... being forced to restart.
Amazing work! This feels like a full game! I loved the cutscenes, writing, and game mechanic. My only complaint is that the levels themselves just needed more playtesting (e.g, many levels are more or less impossible for multiple attempts only because I don't know what will be coming... a Celeste-style "viewfinder" would be an easy fix). For a game jam, that's totally expected though.
One personal preference thing: you created a very cool spellcast mechanic, but then limit it to a square grid. Given the nature of the spells, an Okami-like "draw a circle" could have been more evocative!
Huge thanks for adding the accessibility options. I would not have been able to see the ending without them :) Even with both on, the boss was hard for me!
Great use of minimalism to capture the emotions of the player!
For me, I felt a bit like the theme is fighting with the central idea of the game. As the player, I feel the wave when I slam, but I don't have much actually agency in that moment. That leads me to focus more on the "puzzle"/optimization aspect of the game. This isn't really much of a criticism of the game itself, as this could easily be a full game (as others pointed out, big SUPERHOT vibes)
The ending hits pretty hard... and emphasizes that conflict about the player's agency. Hope you are doing okay <3
Nice theme interpretation! Calling these QTEs is underselling the idea, since the sequences aren't just "press X". The actual keys line up with the check in pretty satisfying ways. For me, that counted for a lot, as I was actually paying attention to the characters and the check names in a way that I didn't expect.
I like the theme interpretation! I got stuck on the first distress signal though. I got the radio green (but it was an alarm, no human voice), I think I typed in the frequency correctly, and I "dialed" 911, but I can't figure out how to actually start the call, or if I missed some other step. Then I heard a scream or something and I think the game broke (can't change the dial anymore).



