What stage? Just the first one? It plays just fine to me. Admittedly, I haven’t actually tested my entire game in one sitting. Gave me a heart attack that the version I’m locked into the Jam with is completely unplayable ;_;
Sorry I’m late, the very last stage.
I’ve tried playing it again and It crashed after I shot an enemy on the third level.
At least it’s not deterministic ;_; but dang, that’s frustrating. I guess I’ll just have to submit the game to some more strenuous testing to find out what’s going on.
A possibility is that my computer might not handle the computing involved in killing an enemy sometimes. If it’s just my computer then it’s just an issue of lag or something similar.
It always seems to be the last enemy in a level. Hope this helps.
I have completed the game with no problems, third times the charm.
i have a problem in the updated version of the game all go normal until is the moment to play and all the thing are invisible except the map inseft
For me it’s at the very start of the game. Completely invisible.
Sorry, I really have no idea why the gameplay art assets wouldn’t load, if the visual novel segment looked totally okay u_u It’s not something I ever experienced during testing, and I don’t know how system differences could account for it.
Think you can fix it, if you plan on fixing it?
this game has a lot of potential, the art is great
Thank you for doing a video, I’m super honored!!! u_u
I have the very dumb reason of a sticky S key for not playing this game more fully but I wanted to swing by and say how much I love the visual novel segments, gorgeous art and charming writing!
Grotlover2 Score
| Category | Total |
| —: | :–|
| Basics: | 20000 |
| Art: | 280 |
| Writing: | 150 |
| Concept/Design | 475 |
| Msc: | 125 |
| Total: | 21105 |
Comments:
I have to admit there is an interesting concept here but I feel kind of fails on execution a bit and does not make any good mechanical use of the fetish. I think it would be more interesting to actually lean into the concept of consuming enemy robots and do something interesting with the combat from that angle instead of just a simple upgrade system. Also, it tends to be a bad idea to not have automatic fire by default in twin stick shooters unless the weapon is high damage output like a sniper rifle. Having to click each time is hard on the fingers especially with how little damage you do early game. its usually a better idea to instead adjust fire rate. Also hit boxes should be slightly adjusted with enemies getting larger hit boxes and the scrap interaction area should be much larger around the player as its hard to pickup scrap with the floaty movement at smaller sizes. I do want to give kudos to the level design though, I can tell it was well thought out with attention given to the player progressing through the level.
Jux Score
| Category | Total |
| —: | :–|
| Basics: | 20000 |
| Art: | 147 |
| Writing: | 160 |
| Concept/Design | 729 |
| Msc: | 9 |
| Total: | 21151 |
Comments:
Found this game frustrating for a number of reasons. I died or was set back significantly a number of times because the game lost focus after clicking on another part of the screen in a big fire fight. I also had a hard crash a few times around where you first get to belt 6. Couldn�t get farther than that without crashing. Besides that, personally, I didn’t like the bag of spilling for every level. I don’t find it satisfying to go from pumped up and powerful to puny and weak again every single level. It makes things feel like a chore. Being bigger is almost completely objectively better, so getting forced to use a weaker form every level is not fun. I think there is something to the project but it needs some polish.
Kilif Score
| Category | Total |
| —: | :–|
| Basics: | 20000 |
| Art: | 250 |
| Writing: | 200 |
| Concept/Design | 730 |
| Msc: | 135 |
| Total: | 21420 |
Comments:
This one clearly had a lot of time put into it. There were a large number of stages along with decent enemy variety, both mechanical and visual. A couple of things held it back, though. One, I feel like the use of the theme was somewhat weak. Yes, you get bigger as you pick up the scrap, but if you removed the aspect of the “robot gaining weight” the gameplay doesn’t really change that much, other than you’re an insignificantly smaller target. I think it did technically use the theme, just that it could have done more. Also, please allow for full screen mode, as it was very easy to click outside of the window. Level design could also be varied a bit more. By time I got to the last level, it was beginning to feel more tedious than anything else.Additional obstacles or challenges should as locked doors would be easy additions.
S&S Score
| Category | Total |
| —: | :–|
| Basics: | 20000 |
| Art: | 275 |
| Writing: | 385 |
| Concept/Design | 1340 |
| Msc: | 190 |
| Total: | 22470 |
Comments:
Squirrel Score
| Category | Total |
| —: | :–|
| Basics: | 20000 |
| Art: | 330 |
| Writing: | 290 |
| Concept/Design | 1180 |
| Msc: | 150 |
| Total: | 22090 |
Comments:
This was definitely a neat idea and it was rewarding to play as it had a nice balance of challenge. A very enjoyable experience with charming dialogue and fun characters.