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I love that little Mac animation at the end! Wasn’t sure how I felt about the character since his gameplay sprite looks a little sans-ish at a glance, but I’m starting to see him as his own character through the other bits of art and gameplay elements. More and more I’m seeing the unique theme and concepts shining through here!

I like the gimmick concept of the quiz but I wonder how it feels in execution. Personally I’m not much of a quiz guy, but that aside I find the problem with quizzes is once you know the answers it takes away from the fun, since recalling an answer is less engaging then actively remembering it. Of course, I could be wrong and many players might like the reward of getting a guaranteed bonus for knowing the answers off by heart, but that’s just me.

I know it’d be a lot (a lot) of extra work but perhaps you could consider adding an active element to the quiz to keep it spicy. Each bonus could have its own memory game or problem solving element attached. For example, one bonus might show 4 ghosts on screen at once with different names, hide them, then the quiz question might be “who was wearing the yellow jacket”, or another might have a line of cast members each do a jump/series of jumps and then ask questions like “who jumped first”, “who jumped highest” or “who jumped twice”.

Like I said, I know it’s a lot of work but it would keep the quiz segments actively engaging, and take away some pressure off remembering everything about the world and instead focus the quiz on the moment. That way it doesn’t matter if the player is on their 10th run or grinding their 500th battle, the quiz will still be engaging like a warioware or Mario party mini game.

Thanks, very happy with how that animation turned out! Mac has a bit of Sans vibe to him especially with the pixel art glowing eyes and grin, but you’ll see he’s different in personality- much more stubborn and grandiose.

Personally, I enjoy quizzes but I know some people don't so I made sure from the get-go that it would be completely optional- players can just choose the HYPE option instead for a pure RNG-based bonus and quickly get back to the battle. My hopes would be that players mainly opt for HYPE and occasionally use QUIZ because I want it to always feel like a risk (high stakes make for an exciting quiz). It'll have some of the most powerful buffs in the game but the wrong answer HP loss penalty with no option to heal will get players to think twice before using it. 

I see your point in questions getting stale, and I plan to avoid this by adding *tonnes* of unique questions that are slowly added as the game progresses. I’ve made the system so it’s really easy to add new questions and test them, so I’m thinking it’ll likely get to about 5000 questions of varying difficulty, far more than the player would likely ever see. Also some of the questions will read player data for unique answers (e.g. “How much damage did X do on his first attack this battle?” or “What was the last resource you picked up?”)

Your idea for active problem solving questions is also really interesting and something I’d never thought about, but certainly possible! I have a bunch of “whos that pokemon?” style silhouette questions for characters and enemies already, so spot-the-difference/short-term memory image based questions wouldn’t take much more effort to implement, and that could add a nice bit of variety!  Thanks for the feedback :)