I'm personally awful at these games, but I loved the audio cues! They overlapped sometimes, but that does happen. The balloon pop and the fanfare are so satisfying to hear, even if one of them is a bad result lol.
Noticed a minor detail on the scissors loading out of time when hovering over the menu buttons, but otherwise the game looked great!
A simple game wrapped in a small package of clear UI and varied level design, with a very party-game-like atmosphere. I liked the stars - the allure of using the level physics stopped me from just throwing the ball towards the end goal, so that was a nice touch! A really great design for a short timeframe.
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Snip Happens's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Narrative/Mood | #1 | 4.000 | 4.000 |
Overall | #2 | 3.444 | 3.444 |
Audio | #2 | 3.333 | 3.333 |
Overall | #3 | 3.500 | 3.500 |
Game Design | #3 | 4.000 | 4.000 |
Art | #4 | 3.000 | 3.000 |
Polish | #4 | 2.833 | 2.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice polish! From the main menu with the title dropping down to all the bits of SFX, visual queues.
I appreciate the challenges of designing the game to have an invisible tutorial - I'd say you succeeded. It was quite clear what I was supposed to do as a player. One suggestion I would make is have the mouse turn into scissors while in the game window? Or maybe even just when it's over strings?
Question Why wouldn't you trade stars for extra scissors? Is there any other way to spend your stars?
The stars are a nice touch - as a bonus, not necessary to complete the level, but to encourage the player to give it extra thought.
Excellent work!
Hi! Thank you so much for taking the time to play and give feedback! I do have a build in progress with the scissors as the cursor and I agree that would add a layer of visual feedback to guide the player even further.
To answer your question about the trading mechanic : I am toying with the idea of the trades being more beneficial to hold off for as long as possible, I.E the first trade being 5 stars for 1 pair of scissors, but a future trade being something like 12 stars for 3 pairs of scissors - encouraging players to take increased risk for a better reward in the future. Of course, the current build leaves this completely ambiguous to players, so it's only through multiple plays that the risk / reward would become obvious. I think this element would definitely require more refinement and playtesting to determine if its right for the game, but I think it adds something special that helps it stand out from other games within the genre. :)
Thanks again you for your feedback I really appreciate it! - Lauren
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