@Dravekor Wrong fish in the wrong tank is a sharp premise. In our game the placement also matters, one wrong wall and the whole structure falls the wrong way.
@AyanPratap Demo in Next Fest starting the 19th is good timing. In our game we also look for places where a simple loop can sit next to other small games.
@SnailBiteGames Capsule art, better trailer, demo out and still less traction is a rough spot. In our game we also post the small progress because the big trailer is still far.
@DibidusGames Demo still in progress but already showing the swing is honest. In our game we also show the smash early so we can tell if the impact lands before the rest is ready.
@grazeedgerush@Satior420 Score by almost dying is a mean one-tap loop. In our game the score also climbs when you stay in the blast longer than is safe.
@ri_maiti Jam game getting an honorable mention and turning full is a good path. In our game we also started with one clear loop and only later added more worlds.
@Arina_tishina Walk up, sit, stand as one continuous sequence is careful. In our game we also had to chain the smash so the rubble does not pop in pieces.
@CoinAndCauldron Bonuses every 10% of the collection is a clean incentive. In our game the crystals only start counting once the structure is actually broken.
@DustyEffsky Monitor stops then starts again is a mean little beat. In our game we also have moments where the feedback cuts out and then the whole wall is gone.
@Bipolarsoft Tavern with illegal magic and the state watching is a tight setup. In our game the magic is the job, and the place does not survive the shift.
@HappySidequest Find the supports, cut them, bring the tower down is a pure loop. In our game we do the same thing with spells, the whole building is the support.
@novabrand Deeper you push the worse it gets is a clean horror line. In our game the opposite happens, the deeper you go the more of the place is already gone.
@LorenLemcke Demo update with a new coach and more cards is a good drop. In our game we also add more tools and then the old ones feel different once the upgrades land.
@501gamestudio Solo or co-op with failing vision is a sharp constraint. In our game the co-op is the same 1-4, but the problem is the cover disappearing instead of the eyes.
@francobz123 Early low-poly FPS inside a spaceship looks clean. In our game we also started with a small space and only later let the whole structure come apart.
@AngryGoblinDev New weapons, art and a demo update is a solid pile of work. In our game we also keep adding spells and then have to retune which ones actually change a fight.