A pleasant and calm game with a bit more than meets the eye at first. I like the use of a par system - it's just enough encouragement to try and solve each puzzle with a minimum number of lines drawn. That goes nicely with the fun to be had in figuring out how to redirect momentum and misdirect those pirate ships. Good stuff.
optionalobjectives
Recent community posts
Very solid. Good difficulty gradient, too - chill is just that, un-chill provides enough impetus to use the spell, and oh jeez is... oh jeez oh fuck.
I wrote a bit more about this one as a part of this article over on Gamers with Glasses: https://www.gamerswithglasses.com/features/indie-cyberpunk-games-part-2
The main thing that I'm curious about is how End of the Skyline represents a kind of pop punk approach to cyberpunk - I really think there might be something there in that direction!
I like the idea of focusing on the personal, material culture of cyberpunk over overt worldbuilding or character description. Good central idea, and one that I would love to see elaborated on in a longer game.
This is somehow the first "Into-the-Breach-like" that I've seen, and it broadly succeeds. Clean, colorful, cartoon punk graphics provide some personality, and it's easy to figure out how to play even with the total absence of signposting.
If the devs wanted to expand it, there's plenty of ways to put more of a spin on things. The game doesn't require much strategy, possibly because the boards and enemy spawns don't force the player into tough situations. Well, they don't as long as players are diligent about removing the spawns each turn, anyway. Relatedly, it might be better if the game only allowed players to escape once every enemy wave was dealt with. The addition of destructible elements to the environment or resources would spice things up, too. But all of those things are extras - this is a fine, focused effort for a jam that executes the essentials.