Muito bom! Parabéns à equipe pelo trabalho.
Chegar até o final não foi fácil mas valeu a pena.
André Mazal Krauss
Creator of
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Tragic story: we actually had the button to speed up time fully functional (it was very useful for playtesting and stuff), but removed it from the build because it would de-sync the music from the gameplay... but we ended up removing the music anyway because it would de-sync by itself after some time... so we could have added the speed-up button again but forgot to : ) You know how intense game jams can be!
Poor little blob, that ending was sad.
Your idea reminded of Cheese Dreams, a Nitrome flash game from way back when (http://www.nitrome.com/games/cheesedreams/#.Xw0kiud7m00).
Parabéns pelo jogo aí pessoal! Muito feliz de ver pessoal BR representando.
Gostei bastante do visual todo! O passinho tá nota 10, a logo do bar até parece a do que tem aqui na rua e a camisa de 'Fé' no Bruninho dá aquela esperança de que ele vai sair dessa fossa.
Sobre a jogabilidade deu pra sacar bem que o objetivo era mexer com os controles, depois de um tempo acostuma. Eu não entendi se você tinha que pegar todas as latinhas pra ganhar ou não, uma hora saí com o copo meio cheio e passei mesmo assim.
Um grande salve pra vocês também daqui do Rio!
Thanks for the feedback! You're quite right about the too slow/too fast thing...
About not being able to pull two directions on the same turn: it's part of the puzzle! You'd probably have to plan to have the right stack at the right time.
If a level is too hard though, you can still skip it by pressing 'P'!
It turns out that refining and balancing a game with random elements (the items the "customers" carry) is quite complex and time demanding, even if it's a simple game with a simple mechanic. The random picking of items was way too simple(aka pick any one) because of time constraints, and this made interesting trades indeed hard to come by.
About the illogical trade of a ladybug for another ladybug + notebook, I guess Nina is just that charismatic and has mad bargaining skills ;)
Jokes aside, it is an unforeseen consequence of the way we rate trades as fair/unfair under the hood. I (who programmed the game) had to think for a while to get why this was happening... Thanks for pointing it out!
Fixing the above issues would take some extra thought and effort, but your idea of making "customers" leave after a while would be quite simple to implement and maybe make the game more dynamic.
As a little sidenote, I love that you referred to the traders in game as "customers", in quotes. We tried to distance the situation of the game from that of a "real shop", so you being uncomfortable in naming them customers is proof we got it right somehow.
Anyway, we thank you a lot for playing the game and sharing your thoughts!
Good idea, fits the theme really well.
Game feel overall very strong. Nice explosions on enemy death. Parrying feels really satisfying with that camera zoom when you land it right. Making enemies shoot each other feels good on a general principle. Even bugging through the walls feels good.
Nice work!
Thank you for the thorough feedback.
We did put a lot of effort in the art side of the game, trying to add many bizarre items that would contrast with the game's silly and childish premise and make it feel funny and lighthearted, even if the strategic depth wasn't really there. Also, you're totally right about the wait times...
Anyway, hope you had some fun, and we thank you for playing!
Thanks for the feedback!
It would have been great to refine the UI and game feel to make the game more understandable from the get go. Things like making it clearer that the customers are offering the items for trade(and not asking for them) were in our plans, but we couldn't get it in the game in time.
But indeed our greatest challenge may well be trying to add tricky decisions to this binary "fair/unfair" system.
Anyway, we thank you for playing!