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(+1)

First of all nice done!
The cute art style and the soft music made me comfort, but It was very very difficult, I didn't understand at first, needed to check the itch description. Also I didn't knew when the item were ready to obtain from the milling machine. 

Things I loved:
- Art
- Music
- Concept
- Customers

A few bugs:
- The collision is too big, When I wanted to grab a stamp, The game pushed me backwards it was a little confusing.
- When the game loaded a new material or shader it frized a little while. if you are using xr toolkit, preload it in the common shader cache and show it to the player 2 frames before starting the game.

(1 edit) (+2)

Thanks!  Yeah I noticed the weird lag in the export, I used the shader cache but I might not be using it right, dont think I added the shaders themselves to the cache. Also should add a sound or something to the last machine when its done, also noticed that when testing after the deadline.  I also forgot to make different colliders for the player and objects, so you get that weird pushback you mentioned, I didnt really notice it but I 've also got very long arms 😅

Difficulty is definitely another problem I've gotta balance post jam, 30 seconds felt way too long for me but I was worried about it being too easy instead of too hard, so the starting timer will be increased.

Thanks again for playing!

Edit: Yeah definitely using the shader cache wrong, had no idea I had to actually add the shaders/materials to the cache scene, but that also makes total sense 🤦‍♂️

(+1)

The shader cache is something tricky, gave me problems as well. In summary you need to put all materials and shaders visible in the camera/viewport of the player the first frames. It must be visible and you must have the materials saved, unique materials doesn't work well with cache.  I rotated and scale things in the common shader so it was visible in the low corner of the camera.

For the milling machine I expected that it automatically open up. like the animation that it does but in backwards. But yeah it need a sound too.

For the arms, that's interesting! something that we don't know because people are all different shapes haha. Also I played in stand mode, if it's usefull for you.

The difficulty is something common, and I didn't expect it to be right in 7 days, I think nobody would expect that.

I did a job  ''roguelike'' simulator myself Gem Frenzy, adding to the formula money and upgrades. So that's very very hard to do right, it need a lot of iterations.
My humble advice with this is: You as a creator know everything of the game and had tested so many times that you are a pro in your own game, the players will not know everything and all the mechanics (or almost all) will be new for them, so what you feel is easy, for them would be just quite nice, and what you feel is quite nice, for them would be hard, and with iteration comes experience and a little more well intuition of what's right. 

But yeah, nobody can make it right in 7 days or less