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So simple but so addicting! The sprite work and animation has a lot of charm and it was a fun idea to characterise those gubus in the description. Makes me think of Pacman ghosts, would quite like to see those kind of quick animations between levels showing their antics to squeeze out that bit more entertainment! This was a really cool interpretation of the theme, didn't expect testing my ability to size up groups to get me to keep coming back for more.

I think the only thing that gets in the way of initially onboarding someone to this game is how the goal and your abilities are communicated. I didn't have trouble with the sizing goal but it might help to contextualise why we're only rounding up a specific number (e.g. only x number of parents have called to drag their kids in), and it took me a while before I figured out that you can click on the bugus to get rid of them. Think that last one was because I confused the words gubus and bugus in the description, just need to add the sprite to fix that I reckon.

Also a quick word about performance: the game only struggles once the gubus are ascending away, if you were to divide them into groups and update them in separate frames that should hopefully keep it running smoothly.

Overall I must have liked it cos I kept at it until I got that A rank!

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Thanks for checking the game out, and thank you for the feedback. I really appreciate it.

Definitely agree with your concerns about the lack of tutorial/clarity around the objectives and how to deal with bugus. We wavered back and forth on whether we wanted to leave it up to the player to discover the bugu clicking mechanic on their own or whether we should explicitly teach it. We ended up putting a blurb about it on the itch page but not the game, which is a half measure. I think adding a "how to play" screen in the game would be a nice post-jam follow up. As for the lore-appropriate justification for why you're doing what the objective is asking of you, I leave that to my co-creator since she is the brilliant mind behind gubus.

Thanks for the suggestion re: the performance issue on big selections. Each time a gubu is selected, I start a tween to beam them up and turn on their individual particle systems. In the smaller levels that's ok, but in the larger ones, the game can really slow down. I'm actually not sure if it's all the tweens, particle systems, or the combination of everything that's really killing the performance. I'll be doing some profiling to figure it out. I like your idea of batching the processing into groups, but I will admit that I'm no expert in optimizing godot games, so I'm not sure the best way to handle this sort of thing.

Thanks again for the thoughtful comment!

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Re: contextualizing # of gubus: in my head, some parents are more strict and some are more lenient! Bugus aren't bad guys (even though we send them away to end the party lol) and some gubu parents consider them to be responsible chaperones. All gubus are different! :)

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Haha yeah, that's the kind of thing I had in mind!