I used to work in retail and this is pretty much what my day was like. Uncanny.
Nicely executed idea. I loved the style and the up beat personality of the whole project. Very uplifting entry. I'm happy you made it.
Criteria | Rank | Score* | Raw Score |
Theme | #12 | 3.737 | 3.737 |
Overall | #37 | 3.326 | 3.326 |
Artistic | #45 | 3.526 | 3.526 |
Gameplay | #52 | 3.211 | 3.211 |
Technical | #57 | 3.053 | 3.053 |
Design | #60 | 3.105 | 3.105 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
I used to work in retail and this is pretty much what my day was like. Uncanny.
Nicely executed idea. I loved the style and the up beat personality of the whole project. Very uplifting entry. I'm happy you made it.
This is great! fun little game. Nice music, and as soon as it told me I went to live in the mountains I felt that.
For a game I was no good at, I really liked this one! Super cute art, ran really smoothly with no bugs I could find, and progression made sense. I really liked the tiny story. Bravo!
Thanks! Yes, I used a simple Area2D that checks if it overlaps the customer body. But that body is quite a bit smaller than their actual sprite (to make the fake perspective/sprite sorting work). In the future, I should probably just use an Area on Area check (with a much larger area for enemies, or customers in this case).
It's really good, but damn, is it difficult. Most I manage is to survive 6,5 minutes, with like 8 counters left.
Still, had a lot of fun doing so!
Haha I actually asked another to playtest the game before submitting, and they also sometimes thought the UI dash icon was a real one. Completely forgot to fix that before submitting!
(Although I’m not sure how to fix it. Maybe move it so the UI icon is never inside the store bounds? Or animate it in a completely different way?)
Very cool game. It was a lot of fun trying to keep up with the changes. I think I liked it best when I could still remove the people instead of stunning them. Also I wonder what it would have been like if it took X amount of dash to remove a counter instead of just all of it. It was fun to think of how to improve how quickly I could get around and make the layout my own.
This was very impressive considering you had to pivot in the middle of the jam. We did the same thing on friday with our game. It sucks, but you really made the most of it and turned out a fun game. Great Job!
Thanks a lot!
Yes, I had doubts about that rule until the moment I submitted the game. My first implementation actually was “it takes 3 dash to remove a tile”. But the UI never shows you exactly how many dash you have, and I thought no player would actually count this in their head, and so decided it would become too complicated :p
Interesting, I will try to play and review your game sometime the coming days!
Pretty fun and hectic.
Once mechanics start to get added in it, the pace of the game increases a lot and makes it kind of addicting.
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