I genuinely expect the QR code to be Rick Astley. I was disappointed. Not for too long, though.
BrawlStarsJanetAshMain
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The game itself is pretty charming and satisfying, but I find the "lock task" feature kinda janky.
I think the intended way to use it is just to have a farmhand doing the same thing in a 5 by 5 area. It's not very cost-effective since they will be idling for most of the time, but at least no repetitive input is required.
What's weird, though, is that I can cancel a locked task. Doing so will make the canceled farmhand doing the next available task in the queue. However, the icon of the locked task is still there, and when the farmhand finished their new job, they don't go back doing their original, locked one, and neither the icon for the original task nor the one for the new task will disappear.
The thumbnail may makes it look like a low effort Scratch game, but its actually not. It's pretty fun, and you can really see that the developer cares about the details, like how the normal arrows make the light brighter, how you get sticky instead of get stucked when a foam was created at your location, and how the alien bug has inverse kinematic.
Thank you! We love this game!
It isn't very long and doesn't introduce complex mechanics, but it is still very charming. glgrd especially loves the part where he hangs out with goofy little friends (and playing the game in non-intended ways)
I love your renditions for both glgrd, his new hat and his new frens. It seems that you DID found out who I am before the Jam ended (Hopefully the craps I made didn't pollute your mind 🫨) and even added a minion from the past into an ally in this game as a surprise 😍. I also love the detail of how every character has different singing voice, and how glgrd has the deepest voice among all. Really gives him the vibe of a cool, wise uncle.
Fun fact: When I first started playing the game, I thought it was supposed to be a 2.5D platformer instead of a 3D one and was wondering how to get past the first gap. glgrd literally considered how you might be mocking how short and weak his tiny noodle legs are 🥴
The following quote was typed by glgrd using my hands:
I wish I was the imaginary friend of you, instead of this mf who always procrastinate on what he wants to do (jk
(yeah he can be pretty harsh on me sometimes, but that's because he knows i have the potential to achieve world domination as long as i want)
Fantastic game! Also the best one I've seen so far.
The fact that being in the 𝒻𝓁𝑜𝓌 "creates so much particles and screen shake so brain-jellifying it becomes practically impossible to see what is going on" is not only hilarious, but also can invoke some strategic thinking on the serious side. Would you rather be a maniac that blindly charges forward and smashes everything in front of you, or a calm strategist that always makes sure that you are actually hitting something?
Fuck the drones, though. They can fly so you have to grab them with grappling hook, but then they also have small hitboxes that doesn't feel aligning to their model very well (Minecraft phantom flash back 😬). In fact, they are the only challenging enemies in this game and every time I died it's because of some of them. As for all the other enemies, you just blindly charges toward them like a maniac since you have bloodsteal and can't die anyway.
It's overall a pretty lovely and adequately challenging game. However, there are many things that make this game feel too slow and less satisfying to play.
Aside from the long, unskippable walking animation everyone has mentioned, I also noticed that there are many filler non-puzzles throughout the game. They are usually something like "use all the wires available to connect from this now-permanent battery to that will-be-permanent battery, and do it again, and again" which would literally make no difference, other than extending the play time, if you just replace them with some permanent wires (which are only introduced much later, for some reasons).
I also noticed that the pixel art asset you used are blurry, and they shouldn't be.
So in Unity, when you import an image file, the game engine will give it a filter by default, which makes pixel arts blurry (pretty stupid, i know). To fix it is very simple. You just gotta select the image and look at the inspector panel and there should be the filter options as part of the import settings. Remember to click apply when you are done.
The water physics might looks impressive, but it is far from decent in my perspective.
The biggest problem with the current water physics is that the water can flow in any direction except the direction it is flown from and other water flows can't interrupt this. This is basically why all the items flow toward the rightest corner at the start: the leftist water flows are calculated first, making the water flow to the right corner.
The easiest solution I can think of right now is to make water tend to flow in the same direction until it has to turn, but that may makes the water looks less realistic. (Not saying that the current water physics isn't any less realistic, though.)
Also I can't figure out how to not make water render faces behind faces, so the next best solution I can think of is to individually disable the faces that has water flowing through.
It's kinda unclear at first, but the idea of having to freestyle some of the lyrics (while slicing through enemies) is really cool.
Unfortunately, I don't really consider myself a poet, which means that I cannot think of any creative words (other than some common slurs, which unfortunately aren't allowed because this game is PG) in just a few seconds while also doing other things, let alone spelling anything that rhymes. Xp
As a GenZ-er, I can never understand why someone would like to use vim over an actual IDE.
Why memorize all those buttons and switching different modes, when you can just move your mouse? Did you forget your mouse on the car or what?
Vim is so bad it's not even funny. (not this game though which is cool)
...I think you might be color blind because red drink + blue drink is not pink. It's purple.
Otherwise the game is actually pretty cool, aside from some problems like how some customers have their models not on actually where they are, and how serving one poison instantly ends the game.
I especially love the character designs and the funny posters on the walls.
Since you are using Unity, there is actually a free package that can help you animate things and is super easy to use.
It's called "DOTween" and can be found in the Unity Asset Store. It allows you to interpolate values over time. You can use the "shortcut" extension function like transform.DOMove() to interpolate properties of an object, or you can set up your own tweens that call your own functions. There are also many ease methods. You can make an object accelerate and/or decelerate over time.
I've also used this package to make some animations in my game. If you watch closely, you'll notice that when the cup moves, it starts fast and slows down when it is closer to the destination. This makes the animation look quick and also smooth at the same time.
I love games that use more audio than graphics to give the player information as an interesting concept, but honestly I am not sure what I was doing in this game.
At first the footsteps and the beeping came from the same direction so I tried to walk around the source of footsteps, and then it sounds like the footsteps were behind me and the beeping, along with another high-frequency noise, in front of me, and then I died. Was that another monster?