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(1 edit) (+1)

I really liked the limited turns mechanic, and how it blends resource management and a puzzle aspect. I liked that you can upgrade your robot with each failure. It reminds me a bit of Domekeeper.

Here's some feedback I noted while playing:

I think the game could use a bit more "hand-holding" at the beginning, as it is a bit overwhelming on what to do. Perhaps some objectives on what I should do first, to guide my next steps.

While there are a bunch of "tutorial beacons" here and there, I kept revisiting each one because I forgot what each one said. And I got lost so I had to re-read everything again. Maybe they should fade out once you've seen them as I wasn't sure which ones I'd already read.

Also you need to have used WASD to move, to see the WASD tutorial, so I wonder if it's a redundant signboard.

The upper left UI is difficult to read - it is bright yellow text on top of other bright coloured pixels.

Tooltips could also be added to the UI elements on the right -  After the bomb, I didn't know what the other 2 icons were supposed to represent. But even tooltips to say the bomb is obtained by XXX and is used for XXX, would help further enhance understanding.

Ultimately though, those are just some things I noted that could improve the onboarding process, and I understand they might not all be implement-able in a jam.

Overall, I'd like to say great job to you/the team on this unique game! :)