I also noticed that if you go all the way to the left using the circle and jumping, you will clip through the ground when you respawn. Not too important, but an interesting bug I found.
Stephen00
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Hello, thank you for the feedback! The track itself is actually supposed to be made of rings that are spinning underneath the player. The different "zones" of flying objects are supposed to help you tell which ring you're in and how fast the track is spinning under you in that ring. There should be a bit of an effect on your driving, but unfortunately it didn't seem to be clear enough to notice.
I love the art and story (or what I got up to in the story), but the combat feels kind of arbitrary. Mathematically, there's not much reason to pick one card over another, since you don't have any say over whether it happens to you or your opponent. Also, maybe it's just my playing style (mostly spamming leach), but I feel like the healing outpaces the damage, so that both sides just keep building up health indefinitely.
Yay! A terminal game!
A few questions:
- What does improved minecart do?
- Could you maybe map q to quit? (this is a personal preference of mine)
- Once you have the steel pickaxe and advanced minecart, what else can you do with steel?
- Could you make it maybe a little clearer what temperature the furnace needs to be at to make steel?
All in all, I like it a lot.
First of all, I'd like to say well done, this is a very interesting concept. I've made a list of things I like, as well as some constructive criticism.
Things I liked:
I like the concept. When done correctly, moving the orbs is quite satisfying, and the atmosphere and music are both spot-on. The combat was well done, and final boss's attacks were impeccable, giving the simple, smooth movement a real chance to shine.
Things I didn't really like/suggestions:
I think the game is balancing too many elements. The moving of the orbs feels almost like something from a puzzle game, while the enemies + boss fight feels like a run 'n gun. They're both interesting, but currently they distract from each other. Also, for a game about orbs, we don't actually get to do much with them. If possible, try to make the orbs more relevant to the combat. Maybe make it so that you can use them to attack somehow?
Altogether, a very nice demo, but I'd personally suggest doing a little more polishing on the basic mechanics with the orbs before creating a full game. I look forward to whatever you do with it!


