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(+1)

Thanks for playing, we're glad you had fun with it! Constructive critique like this is useful, thanks for taking the time to write it out :)

  • We planned a fanfare for after Pitmaster is defeated as the soft ending (you can keep playing postgame for upgrades etc.) but ran out of time and didn't get it in time for the deadline. 
  • I wrote credits onto the game page today, had to rest yesterday after crunching the whole weekend, planning to add it in a later build
  • Chipp recharges and you can fire him off pretty often, and his tips are superior and guaranteed, but I can imagine rebalancing tips in general.
  • We'll look into the stack of BBQ boxes bugs. The stacking was a very last minute feature and isn't well tested, but we really wanted to get it in. Luckily they don't cause any major gameplay bugs, just graphics. I'll check if speed-up is doable
  • The pickup range is pretty low but the first few level ups are also cheap compared to other upgrades. The goal was to encourage players to spend on upgrades other than money making, which was overly favored in prior builds. But I see what you mean, it is quite low initially, might shift up one
  • I can see how tips didn't seem appealing to you. Personally when I playtested I went hard on tips because I like picking up coins, so I'm pretty biased. All of the upgrade costs were rebalanced in a sleep deprived haze, and likely could use more balancing.
  • Will definitely look into making the AOE avoid the teleporter, that attack was also added last minute and not tested much.
(1 edit) (+1)

No problem if you didn't get to things--again, if I'm talking about things like economy and animation speed in my comments, you must have done something right :)