Space: the final frontier. Vast and mysterious, yet sometimes not big enough for everyone. One day you're minding your own business, orbiting happily in your solar system, then bam, suddenly you have pesky invaders scurrying about your surface!
They came for your mighty trees, your shiny ores and to kill your worshippers! It's just profit for them, for you however, the very essence of life - literally your face, dammit! Well, they won't get away with it that easily - time to show them what "hostile environment" really means!
Unleash devastating disasters and wipe them all out, but beware the cost of such destruction!
How to play. 1. Use forces of nature to destroy the invaders. Summoning disasters costs some of your own life force. 2. Place the Temple to replenish energy with prayers of your faithful. 3. Eliminate all invaders to win! You lose if you your max life force reaches zero.
Controls: Click on spells to select and click on enemies to cast them. Hold RMB and drag to pan the camera. Use mouse scroll or W/S keys to zoom-in and zoom-out. Use Q/E to rotate your view around the planet.
I wasn't able to get past the third level, but I enjoyed the look and feel of what I was able to experience. The only issues I had were with not being able to tell how many enemies I needed to fend off on a given level and that the splash effect of the meteor was difficult to predict since the radius extended the circle indicator.
I really enjoyed your interpretation of the theme here. The low poly art and hexatile maps were really charming.
For me, the strategic potential of the game was somewhat overshadowed by a few things: the fast and unpredictable enemy movement, not knowing initial enemy spawn points, and unknown enemy numbers. I think the game could benefit from slightly slower gameplay, maybe even something turn based. I understand it's a jam build, and you did an excellent job! The game is fun, and very playable in this state. The ice crystal mechanics were also really interesting, and I wish I had been able to experiment with them sooner!
It's a pretty good game. The models look very nice and the sfx are decent. However I thought that you didn't explain very well how it works. A good explanation would be that the purple machines destroy the land, which decreases the maximum amount of points the bar can have. The shaman increase your points at the temple. The points are used to attack the purple machines. I wasn't sure if the shaman could also die from my attacks or only by the purple machines.
There's plenty of stuff to add or improve. We'll probably do one or two post-jam updates to see how it goes :). I agree with You that it's a bit too chaotic right now and that some spells should appear much earlier. We'll work on it!
Yes, You're right. We should explain it better :|. Your explenation is spot on though! Friendly fire is on. We'll work on adding better feedback. Right now they just disappear after reciving dmg. We had some cartoony gibs/gore models prepared for them but we forgot to add it :(.
This was decent. Could be a little bit frustrating at times since the meteor took so long to fall and I actually found I only ever needed the first two powers but the art and sound design were all solid.
The game both looks and sounds great. The gameplay was fun, although at the start it was confusing and by the end (as in: by how far I could get) it felt too hard. a little more balancing and being forgiving of new players would help a lot. Overall though, great work! :)
The game looks really nice, I hope you'll update it, because it could be really captivating. Although it was not really obvious what to do from the beginning and also hard to understand what minerals do, so it would be nice to add a bit more detailed tutorial. Also some enemies move chaotically so it is hard to forecast where to put your meteor, I didn't get whether it was a bug or a feature. Anyway I wish you luck, the game looks and sounds so great!
It looks great and feels polished for this "very" short amount of dev time. Although i think that the meteor could be faster, because sometime it's difficult to predict enemies movement. But overall this is a great game! very well done!
overall an excellent entry, I really think it could get worked on and released on a store. Just need some balance since the player can lose even if he plays doing everything right (by the players perspective at least)
The enjoyable and fun experience overall, despite being too chaotic and unpredictable (but that might be by design; mainly spawning of the enemies - especially combined with the speed of the meteorite but granted, I got better in predicting when to cast it). Well polished for a jam game! Thank you for this.
Not sure what others are complaining about. I think this is really great! I liked the look and feel, and the mechanics are good for a jam game. All 5's in my book!
This entry is giving me a bit of "Black & White" vibes, and I loved that game when I was a kid. The graphics are super good, the music is chill and the setting is very nice. Overall this is just a fantastic entry!
I really liked the art on this one! pretty well polished, everything felt so clean and well done. Remind me of games like populus (which i loved). It'd have been nice to know where the enemies where spawning!. Really well done, solid work. Congratulations on your entry!
Comments19
For me, the strategic potential of the game was somewhat overshadowed by a few things: the fast and unpredictable enemy movement, not knowing initial enemy spawn points, and unknown enemy numbers. I think the game could benefit from slightly slower gameplay, maybe even something turn based. I understand it's a jam build, and you did an excellent job! The game is fun, and very playable in this state. The ice crystal mechanics were also really interesting, and I wish I had been able to experiment with them sooner!
Overall, really impressed by this. Nice work!
Thank You :)
There's plenty of stuff to add or improve. We'll probably do one or two post-jam updates to see how it goes :). I agree with You that it's a bit too chaotic right now and that some spells should appear much earlier. We'll work on it!
Thank You :)
Yes, You're right. We should explain it better :|. Your explenation is spot on though!
Friendly fire is on. We'll work on adding better feedback. Right now they just disappear after reciving dmg. We had some cartoony gibs/gore models prepared for them but we forgot to add it :(.
Could be a little bit frustrating at times since the meteor took so long to fall and I actually found I only ever needed the first two powers but the art and sound design were all solid.