Great (and addictive) game. Very unique concept (at least for me), and I really enjoyed the clean and intuitive presentation. And the card design was very nice too.
The most I could get was 77; and never could get to the end of the damned clubs haha.
Only thing I would add would be an "undo", as I kept hard locking myself into a fail near the end of a run; and I felt that didn't quite go with the chill vibe of the game.
Love it :)
CinemaLeo
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Very nice game, love the addictive gameplay, simple graphics and easy to learn control. I do feel the balance makes it incredibly hard to recover if you make any errors while building up; as the opposing force grows stronger and stronger and even small errors can quickly spiral into unrecoverable defeat (at least in my experience). But that could be intentional, I'm not sure.
Great fun either way!
LOVE IT. Really addictive and unique management gameplay.
It took me a while to grasp without a tutorial or manual, but I got there. Then I was hooked as I slowly optimised across different playthroughs until managing to get the rocket, which I sadly only did by churning out loads and loads of kids at the start (haha).
I was super excited when it continued after landing on another planet; I did want a bit of a change of gameplay, but it is quite poetic how you have to build up through the same structures again (I suppose infinitely?)
I also like the simple art style and patch-cable interface. Really nice idea. I wonder how or if you could expand on it to build a larger management sim, as it's a really nice, unique take on a city builder.
LOVE IT. So enjoyable and I love the mechanic of each card having two contrasting gameplay options. I played through around 5 times, but never managed to win.
I do think the game is slightly too difficult to complete; as your deck quickly becomes unbalanced and it can be REALLY hard to build up a town and church from nothing while the negative numbers are higher than ever. BUT I kept coming back, which is a great sign.
I would perhaps integrate some sort of checkpointing and a removal of card option to help with the balance, but beyond that this is a great experience that is already addictive and challenging with a lovely, light-hearted art style
Awesome game, had me totally hooked!
The game was incredibly well balanced rewarding careful management and exploration while punishing you just the right amount. The atmosphere was also spot on. Hopeless and lost but with a reverie for the natural world you were traversing. Could definitely see this become a legendary indie game or tabletop experience--or even both!
Your words immediately drew me back to the magical experience of playing Promesa, bearing the same soft, notstalgic touch.
I can't agree with you more that these experiences are the ones that are the most valuable. Undoubtedly taking the most time, energy and care to create, but being the most rewarding as a result.
Thanks for sharing such important, inspiring and motivating words.
I can't wait to experience your next personal project Julián, whichever medium or form it takes.
Thanks so much for loading up revive to give it a go!
Glad the immersion really hit for you, when i was designing it I was slightly worried the slow move speed and overall pace would pull some people out of the experience, but fortunately it seems to have worked well to pull players in :)
And yeah... I had some trouble in the code switching it off for whatever reason... Guess that makes me feel out of touch too... Haha
Thanks so much for playing and for your lovely comment! :3
Ah yes you're entirely right, alas I made it for Oculus D:
I may try to iron a few things out and release another version in that case I'll let you know.
It's one gripe I have with VR, how even all us PCVR folk can't play the same apps. That said OpenXR seems to be the way forward so definitely looking forward to using that more.
Also; I came across this app which lets you play Oculus games on a Vive in another comment, obviously don't need to go through the hassle this time but it may be worth giving a go if there are any oculus exclusives you wanna try :) [https://github.com/LibreVR/Revive]
Great mechanics, I've imagined full music simulators in VR before and this is definitely a stepping stone to one of those. Really enjoyed the metronome, tempo, time sig and recording functions.
Only thing I struggled with is it kind of felt like there was a slight delay between my actions and the audio; which threw off my timing. It also could have been cool to have some feedback with the keys moving a little. :)
I loved being in that little world; the colour palette and low poly style was incredibly coherent and pleasing to the eye, while the voice lines were nice and gently delivered adding to the overall chill vibe.
I thought it was pretty funny that quite literally stabbing the fish with a metal stick was met with sass, but you did well to tie that back into the key narrative of the afterlife. A kind of sisyphean task.
Also, I can confirm that the game was running totally fine on my Rift S :)
Very unique aesthetics which were satisfying to wade through.
It took me quite a while to truly understand the difference between the coloured beams and the movement systems, so being a little more explicit on that tutuorial would have gone a long way.
I also couldn't quite get the hang of the button pressing (which may just be me being dumb) but I had to cheese my way around the back of the first button puzzle as it wouldn't stay down. Then further down the line I couldn't progress to the final area as one of the buttons seemingly unpressed (or something).
Definitely something interesting here, and fortunately my inability to truly grasp the mechanics seems to be in the minority :)
Incredibly evocative and quietly potent work. Seeing those images transform from being on book covers to surrounding me in the big wide world felt warm and safe. I also liked how you brought in the theme very subtly through environmental design.
I'm a little torn over the multiple endings; as I felt like even though I chose to stay I would one day need to face those bigger battles. So perhaps forcing the player to confront them after the period of insular healing would have felt very healthy (and helped reinforce that that is the way out of such an issue, that you can't just isolate yourself forever).
The art style was gloriously coherent and fittingly tender. Although I did find the wealth of loading screens a little tedious.
It also took me a moment to put together the balloon and electricity; perhaps "spark" or "static" would have helped make that connection clearer?
Such an incredibly tender short experience, especially for three days.
I'd love if you'd check out my game as we took the theme in (somewhat) similar directions, and would love to know your thoughts.
Really exciting mechanic seeing the world crumble so effortlessly at your will. One serious power trip.
Took me quite a while to figure out movement was mapped to the right stick, so could be cool to have it mapped to both. Also I have no idea what happened when I first loaded up the game but the world literally just crumbled all around me without any input... haha. But it worked fine the second go.
Satisfying prototype for something which could be a strong central/side mechanic when contextualised in something larger :)
Super cool locomotion system (although a little bit intense on the old vestiblar system... haha). Also was a bold move to start the game by dropping the player.
Loved it when I got the hang of how to move around the world.
That said I did encounter a few problems with my hands becoming stuck in the geometry forcing me to reach for the menu button with my free hand.
I was also a bit lost as to what the "score" was, as there were no clear objectives or time limits bar destroy as you will. But as that objective is so cathartic in itself I almost felt that there wasn't a score necessary.
The planet design, worldbuilding and voice lines were all really great! And hurling unsuspecting humans into oncoming asteroids felt pretty cathartic... haha.
My only real gripe was that (at least for me) my movement directions were fixed which really discouraged me from turning around. I always love having forward map to where the headset is pointing :)
Super nice polish to the game; the sounds, animations, particles and intuitive diegetic menu all make the game feel like a fully fledged app already!
At first I found it pretty difficult when I got over round 10, but then I found a pretty cheesy way of getting all the asteroids by hovering the launchers just around the globe and blasting the asteroids miliseconds before impact. Although it was a ride to figure that out, once I did I kind of felt like I optimised the fun out of the game... haha.
I also thought it could be interesting to limit the amount of rockets players had, or have time between shots, to discourage a spray and pray... although that certainly was fun too.
And finally it could be cool to see a 360 assalut of comets, but I suppose that'd need to introduce other factors like sound to make players aware of where they were coming from.
Great little game! A bunch more levels and a few cosmetic variations and I could see this on the Quest store in no time.
Great take on the theme! Certainly wasn't what I was expecting from the title/thumbnail, haha.
Making those planets was incredibly satisfying and really impressive, enjoyed seeing those little worlds take shape in my grasp.
Some more decor and worldbuilding could definitely go a long way, finding a way to introduce the world without a wall of text is always a big plus.
You really nailed the comedy and satisfaction factors though!
It really surpised me how deep and well thought out the combat felt in this game; with expansion and polish I wouldn't flinch seeing this type of game selling well.
It's incredibly fun to navigate, control the different soldiers and use the weapons within the game.
Players could certainly do with a bit more guidance; like health bars (both player and enemies) and a little tutorial (I had no idea I had melee weapons!). It also felt like the player was a little OP with how much they could move and shoot compared to the enemies. In the end I never got attacked!
But this is an incredibly enjoyable experience, certainly one of the deepest set of systems I've seen in the jam!
Thanks for such a lovely message! Really glad you took a lot from the game and enjoyed the experience. Thanks so much for sharing your thoughts on it all. I definitely wanted to include a few more interactables (even just meaningless ones like picking up cups and the like) but alas didn't get around to that with this build. Maybe I'll put some more time into it. We shall see!
I'll definitely check out your game tomorrow :)
Wow, thanks for the comment!
I seconds your love of the genre, this is definitely my genre; at least to make, as I find it pretty hard to motivate myself towards other forms. But that might be my coming from filmmaking keeping me in that linear mindset (something I do want to break).
Thanks for your suggestion for the music, I did land on something I liked quite quickly from another royaly free site so stopped my search real fast to save time, haha. I felt the airiness and loneliness within this track really helped prime for the story; as well as being oddly well synced up to the pace of the notes. But definitely noted, thanks for sharing the link! :)
Glad you were hit with the feels. :)
Definitely agree with you about the colliders, was definitely one of the bigger hurdles for me to get my head around. I feel like the main body collider was somewhat offset from the player, leading to those funky collisions depending on the players position.
Thanks a bunch for playing!
Really beautiful take on the theme, and a lovely wholesome experience all round. The visuals and the search were super satisfying.
It could have been really heartwarming for the character to speak to you when you find them, instead on the "win" game state, which would have also kept with the theme nicely.
Also, for a silly monolingual like me I would have loved to have had subs for what they were saying. But (of course) that kind of polish isn't for a Jam... haha
Really enjoyed this one, one of my favourites!
Sadly my Rift S kept me from being able to fully fly around, but from what I saw I really enjoyed the atmosphere.
I also loved your attention to detail with the wings slowing your descent, felt incredibly satisfying even though I could only go up and down.
It's rare for VR games to really take you out of the human experience, but this did it perfectly. Kudos!
Unique and satisfying controlls of that cute happy little robot as they so sweetly bring life back to the planet. Really enjoyed the whole aesthetic, from the visuals down to the sound.
It did take me quite a while to get the hang of the mechanics, and i never quite fully understood of what pulling the trigger did to the cursor, so could be nice to have an intuitive little intro to show you that.
It could also be nice understanding who we were in all of it, perhaps someone in control of the robot AI or something? In that way I felt the world outside of that little cube could be expanded upon too to really bring the player in as more than just a controller :)
Cool visuals, it's certainly pretty satisfying shooting down UFOs. I also liked the touch that you could shoot down your own buildings... and tbh I had a little too much fun with that.
A little more variance on the sound design, along with some music, could have been a nice touch.
Also, I have to say running around the planet with such a low horizon did make me feel a little nauseous.
I was really gripped by the tiny floating island, the graphics were lovely, even down to the detail of the small floating butterflies. I also loved the second part of the level where everything seemed broken, and skeletons were scattered about.
But I have to say I was really lost with what to do. I could make things get bigger and smaller (but I didn't feel like I had control) and fall off the islands onto other ones, but it all felt a little incongruous and unintuitive. And with that the player speed was way too fast for my stomach, haha.
A nice, flashy start though!
Cute concept, I really wanted to stir up the rocky brew I had concocted by the end of the level and take a sip... haha.
As a few others had noted, I found it quite diffuclt to make proper defences as the 360 degree environment was pretty hard to see, and I felt too slow to get to the other side in time.
Nice idea for a defender game though, could certainly see something of this ilk get bulked up into a full game.
Sweet aesthetic and incredibly unique idea. I bet the team discussion pitching the idea was a blast!
The audio and mechanics were nice and self-explanatory, apart from I totally forgot how to stop being a penguin after being in penguin mode... Forcing me to witness the demise of my flightless feathered friends while frantically patching up the ice.
I always find this with text-based tutorials, personally, but that definitely could just be me being forgetful!
Also, hate to be a pedant, but I'd be a little careful with the term "Eskimo" as I know it's seen as derogatory in some circles :)
Sweet game!
Really sweet graphics, the planets reminded me of Outer Wilds while the hands reminded me of Grow Home. Because of that second reference I felt kinda disappointed I wasn't able to climb the beanstalks... haha
You've certainly got something going on here though, with some more time, tweaking and a nice soundscape can imagine this turning into something really enjoyable.