This game is very promising, and at first, when exploring, fun and exciting, but once you start spelunking is when the game starts becoming confusing and frustrating.
There isn't really a maintainable sense of direction, it's difficult to tell hazards from background, it's difficult to tell where each room's "door" is, the rooms are way too restrictive to the movement and the bugs don't really add anything to the gameplay.
I think it's generally kind of bad in a game like this to have only one way to make money (from what I could tell you can't sell teas or herbs anywhere), but it's especially bad if the only way to get money is to get confused and try to map out a cave system.
Which is compounded by not having a save system (from what I could tell), the ability to get stuck, and a good on its own, but terrible in repetition soundtrack.
I unfortunately gave up after finding all my progress was reset after getting stuck between a plank and the diamonds I was trying to bridge over.
This did give me a laugh though, don't name your crystals like this.
To be clear, I loved this game and found its style interesting, and I initially thought I was going to give a lot of high praise, but the spelunking was a halt to momentum and enjoyment.
sicave
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Neat hypercasual mix of old arcade shooters, though the terrain and missiles have an outsized threat than any of the other obstacles, which is mostly solved by getting used to the controls, optimization is especially important here because the (low) FPS affects the quality and time for player judgement.
a really great concept crossing minesweeper (bombs and numbers? cmon now) and battleship into a stress game, I really liked the flow of cross checking all the sonars to find one, though the two circular sonars were most useful, the row and column ones should be 'up' (down) graded to 3 columns.
Ultimately what got me was getting shot while restarting which...what was I supposed to do exactly? Is there a way to predict when shots happen? Do you just have to luck it out?
I think removing the automatic S To Get To Console action is less disorientating and including signs for which sonar does which shape would be good for onboarding.
Ultimately I loved this, but the real big flaw was just not being able to fit any store upgrades in the game in time, you don't vertically upgrade in face of bigger enemies.
I really enjoyed the art approach of the game, and the gameplay, while basic, was still fun, I especially enjoyed the background design.
While I did generally understand the vague direction of the plot, the esoteric dialogue was impenetrable and I couldn't understand concretely what the analogy was (I presume it was about rejection and possibly assault? but I didn't understand partying)
Pretty great demo, honestly a very creative fighting system I'm surprised hasn't appeared more! I think the only thing I really have a problem with that isn't expected out of a game this new is the telegraphing, it's a very small window to see where an enemy might hit from.
I also like the plot and I'm invested in it from when the demo ended.
A frankly very competent and addictive gameplay concept, with a genuinely unique plot concept that unfortunately doesn't get more than expository dialogue to be expressed through, I like this game on all of its creative approaches and I think the designs are very creative for each of the characters (I'm under the assumption the assets are not pre-made by a different human or AI)
I think this game is pretty great, and I was going to invest more time into it but got hit by a hard technical wall: the levels accessible in the hub are very slow, I assume the moving backgrounds are causing most of the lag, possibly because they're video files.
Off of what I've played though, the project is quite interesting and creative but suffers from a language barrier that makes the dialogue stiff.
