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(+2)

A very charming little game. Although I have to admit, I'm not sold on the mechanic, and let me explain:

Essentially, I felt like having to press Ctrl is redundant. Ctrl is basically your remaining available turns, and having to press a button just to be able to press another button is a little annoying at best. It took me a while to realize that I'm managing 2 resources, one being the toilet paper (which I get from poops) and the other being the remaining "Ctrl" (which I get by collecting toilet paper). Why not have the toilet paper give toilet paper?

In game design perspective, having these two resources is also redundant, because running out of Ctrl usually means you're dead, which isn't different at all than running out of toilet paper.

I feel like with a little more work you can create something more interesting than what essentially is snake with extra steps right now.

Good luck!

(+1)

Wow, such a valuable criticism. Regarding the 2 resources: when you run out of CTRL turns, you don't die, and if you still gain more 'ctrl' from papers, you will be able to move again. So, the idea was that you can take an additional step and still survive if you managed to make a good plan. Although, maybe that's what you meant by "usually," and I can understand where you are coming from.
Also, about holding the control button. When you are holding CTRL, I wanted the time to slow down, as well as allow to change the direction. But I didn't like the final result too as much as I want. Do you think it can be solved if I allow the player to move immediately with the "arrow keys"? And if he wants to, the player can still hold ctrl for a slow down effect?
I'm truly glad you mentioned all these things in a great detail, I truly appreciate all your thoughts. Since I considered to finish the game properly after the jam, your comments will definitely help. Thank you, I'll try to make the game juicer :)

(+1)

Glad I could help. Regarding your idea, this sounds like a very interesting thing to test. Having the Ctrl key slow down time in a game that's truly hectic but having limited amount of slow down sounds really fun! However the only way to know is to test. In my experience game design is 99% playtesting and 1% ideas. I encourage you to try this, it's great exercise and you already have a pretty solid mechanism to work on.

(+1)

I will definitely start working hard and testing these ideas in a few days (once I finish with rating some more games). It sounds as the most valuable advice someone might give in a review, so it really is helpful and motivational.