Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Apple Pie Forge

31
Posts
1
Topics
2
Following
A member registered Feb 05, 2022 · View creator page →

Creator of

Recent community posts

(1 edit)

Thank you so much for letting me know! I'll be sure to update the game page to warn other macOS users so they know how to get it working.

Thank you for the kind words :) I am hoping to get the balance such that there's a need to revisit previous areas each time you upgrade, but right now it gets ridiculously bottlenecked on stone tools. If there's anything else you see that I should fix let me know!

hey there! I apologize, what you’re seeing is a bug in the game engine I’m using (Godot 4) whose web builds for macOS don’t work with Chromium browsers. I *think* that Safari will work, but unfortunately I do not have a macOS device of my own to test that, or to build a macOS version for you :( would you be willing to test the game with Safari?

(2 edits)

I never would have thought of that, but that makes total sense now, and would definitely make things faster as the game progresses  to later stages. I've added this to my 0.0.3 list. Thanks for the feedback!

Thank you! I think I'll keep developing it so feel free to check back in a couple months for something with more polish and content.

Thank you! Yes, I agree that's a pretty glaring flaw. I ran out of time for doing nice mouse over text explaining what hiring the worker would provide (for example, I think at submission time the stone tool maker "knapper" consumed 1 food and 1 stone to produce 0.1 stone tools each second). I'm working on that to add by the end of the month along with some other polish and added features.

The narration was not in the original plan; I added i ton a whim when playtesting. I'm glad you liked it :)

(1 edit)

Like Tef Dev and Linku, I'd love to have control over the relative volume between the instruments/music and the clicking sound effect. Otherwise, I really love this concept! It was rewarding to see the audience fill out as we got instruments going, even though I missed out on getting the sax into the first show by two seconds :(

You and your sister did a great job! I have relatives with different colored eyes so it was nice to see a character with that as well :)

What a great leveling recipe! The ending was hilariously unexpected. The art style, music, and racing concept really made this fun. Well done! Would love to see this updated with more levels and update dimensions.

I like the mini game at the next level above base clicking, and would like to see what you envision at the future next levels. Aside from the challenges with the AI, I really like the pong element. It might raise the stakes if you lost all your not-yet-cached-out points but points went up higher the longer you don't cash out? If you wanted a riskier experience, as is it's a wonderful idle experience. Well done!

Just noting that I saw the same thing several times, so this isn't a rare edge case. Once the auto-play option is going, it's just a matter of resetting, but prior to that it's a waste of 20 tokens to reset since it will otherwise go on forever.

Never mind, I finally got it randomly in web view (not maximized, hence the "Rate for..." button from the Itch page over it)

(1 edit)

I love that you made an RPG incremental with this ascetic. The balance felt pretty good, and the graphics and audio go together well. This could be an even better Two Crowns for sure. Although, I was sad to find that I could kill my own minions -- also, sometimes I watched my coins drift down into oblivion at a 45 degree angle to the ground?

I cannot tell you how disappointed I was when I got to the edge of the map and couldn't advance with my mad jumping skills :( if this continued into a linear world to explore with the same incremental spirit, I'd pay money for it. I realize of course there's no way that would happen in this jam, but still, it immediately sucked me in and I dared to dream. Regardless, absolutely great job! This is inspiring.

P.S. I was really hoping to make a three-deep stack of enemies to cover the tutorial text but they just started overflowing into my base instead, so this is what you get.

I'm so glad I tried the downloaded version after seeing the comments about the web version bugging out, because I very nearly missed out on this. A short clicker for sure, but having some new clockwork mechanic on each level making you think about progress not in a "make integer go vroom" way but "how am I supposed to get up there?!" way brought Myst magic into the genre.

The clockwork visuals in sync with the audio made this truly amazing. Guessing at how something worked and then getting it right after scratching your head for a second was rewarding in, again, a Myst fashion to me. You clearly make a good team. Keep it up! I'm hoping to make something as all-around polished; I think this game has to take the cake on that this jam.

Now to leave it running on the bottom level to see if there's any kind of eventual infrastructure challenge :)

This took me a minute to realize the automation was available by turning up the BPM slider because there's some time loop it takes to kick in (I'm guessing the instrument plays *after* a time rather than playing right away then waiting a time period) so I was turning the switches back off before the low level sound clicked in.

Other than that, this was super fun! Would love to see this expanded, and have some kind of temporary bonuses or boosts from specifically setting various tracks BPM to set up a "desirable" rhythm (bonus points if we can get another slider for each instrument to control how to offset the instrument, for example: if I set two instruments to 40 BPM, I could have them play alternating rather than always together).

Well done, this is an inspiring combination! It's too bad the web export didn't work :( So far Godot 4 has "just worked" so I'll go knock on wood now.

Who needs to used quarried rocks to build anything when I can just live under the shadow of my rock pile?

I too ran into the transporter getting stuck, which is a shame because the _moment_ the UI launched I knew this was going to be an awesome nostalgia experience. I'm begging you to please continue this project, this looks like so much fun as more of an "idle SimTemple for NES" game which I didn't know I needed so badly.

Also: I see you used Godot as well. Any chance you can export to web? It will definitely be easier to check out by simply refreshing the web page instead of downloading new files. Only trick to know is you need to name the produced .html file "index.html" instead of "<gamename.html>" -- after that, you zip up all the files Godot exports and uploading to Itch, then check the "this can be played in the browser" box.

Well done!

I love the vibe of this game -- this is exactly the kind of thing I'd like to keep in a small window next to my work so I can watch the plants grow into cool patterns (I'm with JoyStickJamboree on that one). The color scheme and theme of expanding a garden/farm is a great choice for an idle game.

I'll note I too mistook the instruction icons to mean the scroll wheel was involved like Linku did, FYI.

Ok, loved the fact that it has achievements, I'll do anything for a game to give me achievements so I made it all the way to the end. The music and the art really created a good feel. If I had access to some automation elements, I'd dig to the center of the earth with this.

I too ran into the UI bug where scroll down broke, but I eventually got it to work.

Nice work!

Thank you! Once the jam is over I will be issuing updates as part of the FFS jam, then continuing after because I finally found a project I'm committing to not abandoning, in no small part to the positive comments from you and others :)

Ok, this is the best graphics I've seen in the jam so far for sure. The transition to and the animation in the shop shows a lot of attention to detail, not to mention the growing aura around the coconut rewards clicking streaks (I was sad that it didn't give me coconut production rewards though). The variety of sounds effects when clicking to avoid rapid repetition of exactly the same thing also made for a good experience.

My only note is the cadence and balance (maybe I'm spoiled by clickers with many side mechanics, and I'm guessing the jam didn't leave much time for this given how much work the graphics must have taken).

Great job!

That's incredibly kind, thank you! That is indeed a design principle I was going for -- fully interconnected relationships. I'm not happy with the balance I was able to complete by game jam end, but since then I've added new wood choppers using copper and bronze (once you unlock them), unlocks for apples, sugar beets, cows, and chickens discoverable through the trading post, and so on that help bring you back to the earlier areas. Everyone's responses are going to keep me developing this for sure, I really appreciate it.

thank you!

Pictured: me trying to get to population 1,000 but then needing to give my hand a rest. This is awesome!

Ah ok, good to know, I'll start it again then. And don't worry, you got much further along in functionalities than I did, and you'll never get them all by a jam deadline. You did the right thing doing the sound first, that really makes the experience. I hope you keep developing this!

I agree the sounds are harsh, and the costs could use some balance -- for example, because the cost of upgrades never goes up, it's always better to buy the banker than the cryptominer (because the cost to dollars per second ratio is always better on the lower cost units no matter how many you have).

Nevertheless, the graphics are clean and fun, the mouse over text was funny (the sponsor one got me), and with balanced mechanics and something to advancing layers (this didn't appear to change anything for me?), this would be a great clicker. Love it!

Note: none of this is to say I didn't have all the same issues in mine, which has no sounds to start with and much worse graphics than yours

Ok this is amazing, and my primary complaint is that the pause button appears to never be enabled because I want to walk away and come back later. I'm guessing the next tier of grayed out buttons, such as exploring the city, are just not implemented yet?

One functionality missing: seeing in advance what the cost of a given button is. The shelters for example cost 5 wood, but I had to figure that out because there was no indication of price or that the shelter button couldn't be clicked when I had less than 5 wood. With this in place, I'd call this a complete and polished game.

I especially loved the attention to detail provided with the ever-expanding map view and the zombies and the projectiles moving between the zombies, defenses, and guards. This is really, really good!

I love the ascetic and feel of this game! I found the content of the settings page particularly relatable :) I hope you keep updating this because this could be a go to fun casual game I'd pin in my browser.

Possibly user error, but something broke (I saw you r"it broke" button) once I tried to move resting dough from the fridge. 

Minor notes you may already be aware of: punctuation characters are rendering as missing characters for some reason, and the loading bar over the station in the lower right only flashes when it's visible.

For context: I tested on Firefox 121.0.

Thank you, I appreciate that!

Thank you, I'm glad you enjoyed the concept! May I ask what you would consider easier? Do you mean having keyboard shortcuts, more obvious buttons, or something else? Maybe scroll wheel while the mouse is in the header? Totally open to suggestions for post-jam-rating improvements.

Thanks for the response. I'm avoiding static linking because the authors discourage it and purposefully don't document how.

For those who might be interested, the smallest I could get a dynamic link of only the dependencies not out-of-box on Ubuntu 22 was just under 2MB (libsdl2 at ~1.7MB and libdecor at ~35KB).

I see SDL2 is suggested in the links at the bottom, and it looks super promising with a hello world executable hitting 64k or so. 


However, it doesn't ship by default with either Windows or Ubuntu, and I see a minimum of 3MB for the library. Is this expected? Is there a better way to build on SDL2, or is it somehow not being counted?