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Toll-It's itch.io pageBootcamp Track
Journeyman
Devs finishing their first games
Reference Game
http://Humans, Please
Bootcamp Discord username
Darkgecko
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Bootcamp Track
Devs finishing their first games
Reference Game
http://Humans, Please
Bootcamp Discord username
Darkgecko
Log in with itch.io to leave a comment.
Comments
noticed a few things right from the beginning.
1) if im not in full screen mode i cant see the buttons. the letters are on the screen but in a vertical overlapping position and no buttons are visible.
2) once in full screen, the option menu has 2 symbols that are confusing. both could be used for either background music or sound effects.
3) i started the game and found a spelling error "Click to Contiinue".
4) the section that was explaining the game was done decently. would suggest to move the start the day button to a different location. usually a corner of the screen is the best placement (the one with the quit button maybe? or bottom right?).
5) noticed a glitch as well. if you drop a coin almost covering the treasure chest, you will not be able to put another coin in the chest some times resulting in multiple coins laying on top of the chest. i was able to completely cover the chest with just 3 coins and then couldnt add any more to the chest after that. had to remove them all then start putting them in the chest again.
6) putting all the coins away can be tedious. suggest to have a button that says place all remaining coins in one chest or the other to make the game go faster. i collected over 1,000 coins and it took forever to put them away.
7) only 1 day of game play with no button to go back to the title screen makes me dislike playing further. needs more to the game for sure. add more levels.
8) make a way to get back to the start so you can replay without having to refresh the browser . the quit button (assuming thats what the power icon is supposed to be) doesn't do anything for me.
9) didnt use the advanced buttons at all, not sure if this is a design for future but it was not necessary in the games i played at all.
This game feels like the mechanics are very retro. users interactions are simple point and click a button. drag the gold coins. nothing else to it really. the idea of following rules and trying to make as much extra coins as you can is a good game design but i didnt see any characters walk away from me after my many demands of coins. maybe i just didnt demand enough? (even though i collected 1,000 for personal stash). is this broken or will people just pay you forever? got some work to do but could be a fun game in time. highly suggest you make it so the extra coins you get can be spent the next day (or between days at a market). there was part of the end of day report that said something about thieves but i didnt see any of those in the 3 or 4 games i played. in its current status i dont desire to play again but if there was more to the game, i would give it another try. please add more.
That's pretty thorough, I appreciate the feedback. I wasn't planning on doing anything through this next bootcamp as I've got a few other things happening but perhaps I'll just take some time to make some qol enhancements or something on this.
Nice retro style! Here are my points;
- This game feels like it might have had too much emphasis on the art and narrative compared to the mechanics which are very light;
- Not sure if it's only me but the UI was cut, obstructing stuff on both sides of the screen, in full screen or not;
- There doesn't seem to be any fail win state and nothing happens at the end of the first day besides showing stats;
- There doesn't seem to be any indication why players might want to stash money for themselves, nor any use or consequence in doing so;
- I never understood the context under which I might want to use advanced actions, instructions were too straightforward to justify ever needing more than asking for nationality and purpose of visit;
- With the mechanics in place it seems it would have been fairly simple to add more content. Maybe life happened or it's the result of a very short number of hours dedicated to this project;
- The game states we're trying to please our superiors but there's no indication what's to gain or suffer from it;
- That being said, this formula has been proven already, so with more work I'm sure you could make something from this prototype.
Nice work with this. I played it over a few times, good fun. I think the advanced part was unneeded though. The game was challenging enough just following basic instructions.
Loved the game, but as you know, I've seen some of it before. :)
Here's my score (I should've taken more money from those NPCs...):
Great job on finishing the game self-guided for the bootcamp!
I dig the game and find interesting all the little "levers" I can pull (basically buttons) and see what new info I can get out of each character. So, there's a lot of fun in there and a dynamic of surprise that you could home in on and expand with content if you decide to pursue this game long term. The base is strong, just needs more polish.
You had mentioned that art wasn't your strong suit in the Discord, so I won't judge this too strongly. You assembled a nice collection of work that makes this fit into a nice aesthetic. The resolution of some of the images is a little off, but nothing that can't be tightened up messing with the sprite settings in Unity.
Overall this was fun and I went through it twice! I noticed that after the day is over, I was expecting to go to day two, but nothing took me there, and the little "power" icon on the top left of the screen does not work. So I had to just refresh the browser.
Congrats again!
Appreciate the feedback. All these art assets were from a few different bundles from the Unity store as it was in no way feasible to generate something like I had in mind in the time I had. The palettes were dissimilar and I didn't tweak them for resolution as I hadn't even settled on a consistent pixels per unit by the end of it. Also any application exit method does not seem to work in web browsers I've found but perhaps there is something I can code in to work for that, I just hadn't intended for the game to run in a browser until the final day lol.
For scope choices I only went through one day but I'm planning to revisit this in the next jam/bootcamp. I have a vision for this as a full fledged game where you track the impact of your choices both in terms of your character career/story and the well being of the Kingdom. I felt that this jam version was something in the way of proof of concept.
Well done on making good progress with this game. I really like the fantasy vibe you're going for a the simple graphics are well done. You've got some well written dialogue in there too!
I was unable to play the game in the game jam page as the Fullscreen button was not working, but I could overcome this by going to the actual game page and playing in Fullscreen mode. It wasn't obvious that the game needed to be in Fullscreen to function correctly however.
I think you have captured the mechanics of Humans, Please perfectly, and added your own twist to make it unique by being able to pocket some gold. I was able to exploit the toll please button to get a seemingly infinite amount of gold, and I didn't really make use of the advanced interactions buttons. At the end of the day I was not able to continue onto another a day.
I think you've got a good base for a game here, and with some further development you can iron out some issues. I really like the world building and I think you could build upon this further. It would also be good to have something to spend that pocketed gold on in between shifts too.
I tried playing the game in my browser but it seemed to hang. I got stuck on what seemed like a loading screen saying Toll it over a booth graphic and music playing but nothing else happened.