
Destroy hordes of strange machines that have invaded the forest. Yawnoc is a chaotic top-down shooter roguelite focused on immersion into the world of Conway's Game of Life and other cellular automata.
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About
The forest (filled with suspicious quantities of ammunition) has been invaded by cellular automata! Use various weapons, abilities, and upgrades to purge the machines in the forest before the machines take over.
The enemy machines in Yawnoc are living on the rules of Conway's Game of Life and other cellular automata. Will you carelessly attack the machines and die to a creature of your own making or destroy the machines with precision and restore peace to the forest?
FIGHT CELLULAR AUTOMATA
Fight machines from different automata algorithms including Conway's Game of Life, Brian's Brain, and LowDeath. As you progress through the forest, the machines will begin to follow different cellular automata rulesets that change their behavior. Master each algorithm to learn how to quickly exterminate machines in every area!
POWERFUL WEAPONS & UPGRADES
Choose from tons of weapons and upgrades to give yourself the best chance at pushing back the machine invasion! Every weapon behaves differently with unique abilities that suit different enemy types and combat styles. Over 50 different upgrades are waiting to be discovered!

ENCHANT, ENCHANT, ENCHANT!
Permanently upgrade your weapons with powerful enchants! Every weapon is truly unique to you through enchanting with thousands of different enchantment combinations. Enchantments persist between runs and can always be improved! A sniper that calls down lightning strikes on your enemies? Yep! A sword that gives you super speed? Of course! A shotgun that raises up an army of centipedes? Why not?
PARTNER UP
Join up with the locals to increase your firepower! The forest's residents are fed up with the machines and eager to assist in their extermination.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[strike][h1] Overall Impression [/h1] I think the game is enjoyable, but it feels unpolished from a gameplay perspective, with questionable design decisions and some slightly unbalanced mechanics. [h2] The Bad Stuff: [/h2] [h3] Automata Mechanics [/h3] [strike][list] [*] In the hub, a character explains how the automata work: killing the right ones can destabilize their structure, potentially causing it to collapse during the next update cycle (similar to [i]Conway's Game of Life[/i]). This mechanic is introduced in the first biome. While the game encourages strategic enemy elimination, automata that die as part of these cycles don’t drop the currency needed to purchase upgrades between waves. [*] Additionally, if you attack an automaton during its update cycle, there’s a good chance it will reappear in the next step, forcing you to kill the same enemy multiple times (often 3–5). This gives them the feel of bullet sponges, which can be frustrating[/strike] Skill issue on my part, but I thought it was worth leaving here for context. If you need scrap, focus on killing automata. If you need map control, prioritize efficient eliminations by factoring in the algorithm. Secondary weapon abilities often include AoE clears, which can take out multiple automata simultaneously. [h3] Chest and Upgrade Mechanics [/h3] [list] [*] The placement and functionality of chests are poorly designed. For example, if you have unopened chests in the upper-right corner of the map but need to fight automatons in the lower-left corner, the temporary upgrade from the chest often expires before it can help. Since upgrades activate upon pickup, this design makes it feel like you’re constantly wasting valuable power-ups by not opening chests immediately. [*] In roguelite top-down shooters, upgrades shouldn’t feel like disappointments due to timing or situational uselessness. For instance, an invincibility power-up is pointless if there are no enemies nearby. A better approach would be to allow players to store at least one upgrade for later use. This way, players could activate it when needed, improving both strategy and satisfaction. [*] There is sometimes not enough time to pick up all the currency at the end of a wave. Why detonate all chests and give the player just enough time to visualize when there is barely enough time to pick up the contents of a chest, this leads to further frustration [/list] [h3] Visual Noise [/h3] [list] [*] While the graphics are stunning, the game suffers from excessive visual clutter. For example, in the middle of maneuvering through bullet hell, the moving grass and shaking trees add unnecessary distractions. This becomes even worse during the autumn biome. There are rocket launcher automata which display the impact zone with a red circle, on a red/brown ground surface with red/brown grass leaves, surrounded by white rectangular projectiles with a red border. [*] Although the player’s silhouette is outlined when hidden behind trees, it’s still hard to see due to the movement of tree leaves. Worse, companion enemies (fought during specific waves) don’t have a silhouette when obscured by trees, nor do projectiles. This often results in players being hit by unseen projectiles, which feels unfair and frustrating. [/list] [h3] HUD Design [/h3] [list] [*] While the HUD looks great, it doesn’t suit the genre. In bullet hell games, players don’t have time to glance at cooldowns displayed in the lower-right corner, especially in fullscreen mode. A visual indicator around the character (e.g., flashing or a glowing icon) would make it much easier to track abilities like the dodge roll. [*] The mini map doesn't display the map all at once so you have to roam the arena and seek out automaton formations. That alone wouldn't necessarily be a negative point in itself but if you decide to find the chests first the automatons, especially in the 2nd and 3rd biome, will easily get out of control. They will get also out of control if you don't get to the spawners fast enough. A map which doesn't show the complete content of the arena at once does feel clunky. Make the map bigger or the arena smaller but this mix of both options feels clunky as hell. [/list] [h3] Sound [/h3] [list] [*] The soundtrack is neat but there isn't much variance which is okay but what is really out of place are the sound effects when you get trapped in that different dimension. The transitional sound effect is WAY too loud, compared to any other sound in the game, catching me off guard like a jumpscare. I am not sure if this is intentional but I thought it to be awful. [/list] [h1] Verdict [/h1] I wish I could give it a medium instead of positive or negative, the shooting is fun and it can feel rewarding, the character design is pretty cute, the moving and shooting around is fun and overall its visually pleasing despite its mechanical shortcomings but at the end I wouldnt recommend this to friends unless they are diehard fans of the genre and want to try out something new. Also if at least the bugs will be adressed I could potentially see to change this review to a positive one.[/strike] The dev actually fixed everything. With the new changes in mind its definitely a recommend.
Killed an enemy, it helped him live. I saw an enemy kill itself by obeying its rules. The game oscilates between "damn, i could do this with my eyes closed" and "OK I AM SOO DEAD!" in split seconds. It is addictive. What more do you need to hear?
A very fun and tricky rouge-lite, challenging even on the lowest difficulty!
[h1]擁有很高技術力,且充滿遊戲性的遊戲[/h1] 說來諷刺,可能是行銷的不是很好。或是語言支持的不太好(目前只有英文),以成品來看,這作者的遊戲本應能賣得好的多。 光遊戲品質本身就已經在及格線之上很多。而且更不用提,如果知道這遊戲背後製作的秘辛,沒準會有更多人購買? [h2]技術力體現在哪?[/h2] 前面的標題和前文都提到,這遊戲有許多技術力。我就來分享一下,為什麼我會買這遊戲。 如果有對遊戲製作感興趣,或是喜歡遊戲開發、遊戲背後秘密之類有關的玩家或製作者。 大多會聽過遊戲引擎或製作需要程式能力。 如果有使用遊戲引擎,那事情會簡單許多;以蓋房子來比喻而言就是:遊戲引擎如同有專業的工程器械可以用來建造一棟建築。而建築的堅固程度、實用度、外觀等等都暫且不提。至少我們能擁有和大多數人相同的起跑線,甚至某些引擎的社群和資源豐富,能夠取得更現代化的工具和技術來把事件變簡單一些。 這遊戲沒有遊戲引擎。 這麼說不準確,這遊戲就是用程式直接構建的。 還是以前面蓋房子來比喻,基本上就是拿槌子和釘子,用人工一點一滴把房子捶出來。 對了,沒有引擎也就是麻煩些。 用程式語言寫,還得看是什麼語言。這遊戲是用他X的python寫的。基本上吧,以蓋房子而言,今天連槌子都沒了,大概就剩兒童用的塑膠鏟和塑膠工具了吧。 作者是用 python 的 pygame 模塊來做遊戲的。當初也是看 pygame 相關的影片看到作者的作品。pygame 缺失了許多東西,基本上得自己手動處理,還有些問題是 python 本身的:效能不好優化、要自己手寫 shader、要自己弄粒子特效、音效管理、多平台移植、api、SDK、STEAM相關的連接...。 當年的我,也曾有一時和認為我不需要遊戲引擎,只要純語言就能自己做遊戲,這樣很酷! 現在的我,只想搧當年的我一巴掌。我曾花費六個多月翻閱 shader 書籍,嘗試往 pygame 裡面塞 shader。直到我看到這款作者出的 pygame 應用 shader 的影片。我被深深震撼了。 我曾到 itch.io 和作者網站獲取作者的其他遊戲。在以現代玩家的角度來看,UI/UX 不能說上優秀,但遊戲性是蠻別緻的。 [h1]結論[/h1] 這遊戲看不太出來不是用遊戲引擎做的。不過,大部分玩家誰在乎遊戲是用什麼做的? 不過這遊戲的價格和遊戲性是真的很不錯!蠻推薦的! [strike]如果想學習不用引擎做遊戲、想要學習python或是想學pygame怎麼用,這遊戲的檔案內都有源碼。蠻有學習價值![/strike] [quote] 我的鑑賞家頁面:[url=https://store.steampowered.com/curator/45018839-JingShing/] JingShing 鑑賞家頁面 [/url] [/quote]
So totally worth $5.00. Whether you're a bullet hell expert, an RPG lover, or noob math nerd - this is a fantastic game!
Yawnoc is a fun and engaging rougelike in which you destroy evil robots who are invading the forest. It gets difficult but also more fun as the waves go on and I would highly recommend it as it is a good game.
good
good job at making this
those centipedes are way to hard for me to kill, but thats just a skill problem, game is great otherwise
Interesting gameplay, unique from anything I've experience before, very challenging. Might need some qol features and some more content over time, though. It's annoying having to walk all the way down to the "Next Level" button.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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