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(1 edit)

Wow, there is a lot to this game! Between the jumping paths in Candyland, a short version of FF1, and a little sequence-of-events quest in the ship, there is a lot to do. Unfortunately, I think the size of the scope ended up working against you because I couldn't figure out how to complete the sequence of events on the ship to get the "best" ending.

I also noted a few errors during my playthrough and I patched them in my version with the editor. Let me know if you want to know what the errors are or the fixed version.

I should also note the positives of the game:

  • Excellent use of the PandaMaru tiles to make a cool space ship
  • Rockin' tunes to support the action
  • Clever battle skills that have some good action sequencing and complex effects
  • A WHOLE-ASS COMPRESSED VERSION OF FINAL FANTASY 1

It's truly a remarkable entry despite its flaws. Nice job!

Thanks for giving it a go, and not running off once the (really bad) bugs popped up. Yeah, I’m curious which ones you stumbled across so I can fix them. The ones I’m aware of and patched up already (for the post-jam release) are:

  • Cargo Bay “door block” event doesn’t go away after the scene (critical)
  • NPC in the Cargo Bay appears before the scene takes place
  • Captain’s intro has a repeated line
  • Candyland doors in the multi-layer cake being weird (not a bug actually, just a really bad/lazy design choice)

So if you have others, please let me know!

In addition to those:

  • The captain doesn't reappear on the bridge after the incident in the cargo bay is resolved.  The first officer also gets stuck in his "cargo bay incident" state due to the way the events are set up. I suspect there are others and may be why I cannot complete the ship quests. I recommend using a switch instead of a variable so you can turn it off when the incident is over.
  • When Harold looks out of the window in the cargo bay, the music stops and does not return when you return to the cargo bay. I noticed in the editor the cargo bay does not have any BGM assigned.
  • Several tiles that should be impassible can be walked on (pictured below)
  • Not a bug per se, but the android in the theater says, "no, unlike themm..."

(+1)

Awesome, thanks. :D Those are all easy enough to fix up and, not surprisingly, were the results of hasty, rushed-for-time work on my part.