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Audhumbla

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A member registered Apr 29, 2020 · View creator page →

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thank you so much for playing! ^.^

Loved this, it was a cool concept and fun! I played on my phone and enjoyed the tetris style with you added uniqueness. Great job! ^.^

Potential Feedback: I would have the speed of the fall slowed. Its current speed made it super hard for me to do what I wanted. For instance as soon as I started rotating it'd drop really quick and not allow me to get it right. I wish it could be slowed a bit so I can finesse a bit easier (potential fodifficultiey feature). Also not sure if it was just me/my phone but when it started moving down slowly and i tell it to move slightly right, it moved really far to the left. I was aiming for the right so it made it impossible to bring back to the right side.

The second issue is less of an issue, but more something to keep an eye on in case it is randomly moving too far. It could also be the twin stick jumping to one side on initial press. Its hard to tell when i was more focused on trying to align the drinks, but it sets me up poorly - might also become less of an issue if speeds were slower.

Thanks for the kind words! The way to play is placing "towers" to defend i.e lane based tower defense. They have a cost, so you need to generate income (from customers) and then defeat/stall enemies with either tomatoes or honey pots to protect your stand. Hope that helps :), if you want some more guidance feel free to ask. 

some people will stoop to new lows! "If my stand gets destroyed, everyone's stand gets destroyed' smh xD

Awesome!! Thanks for confirming and the awesome feedback. Honestly, that was the design debate I had.

I had a few options, one was how it is now, another is always unselecting after each placement, or the one you suggested. And i feel like I agree with the third option. Based on how people seem to naturally try play. So i appreciate the feedback!! when I implement shortcut keys, Ill rework it so it keeps the selected one selected when you get enough money.  ^.^

thank you so much! Glad you enjoyed it ^.^

Thanks so much ^.^ 

We have decided to update the fix in early just because it is impacting the experience more than we thought. 
So, if you get a chance to re-test and let us know if the clicks are still a problem that would be really appreciated ^.^

We have decided to update the fix in early just because it is impacting the experience more than we thought. 
So, if you get a chance to re-test and let us know if the clicks are still a problem that would be really appreciated ^.^
Note: will do the feature update like removal, tooltips, shortcut keys etc after the voting. Just wanted to remove the selection issue asap! 

We have decided to update the fix in early just because it is impacting the experience more than we thought. 
So, if you get a chance to re-test and let us know if the clicks are still a problem that would be really appreciated ^.^
Note: Didn't update to include shortcut keys yet, but will do that after the jam alone side tooltips etc. 

We have decided to update early just because it is impacting the experience more than we thought. 
So, if you get a chance to re-test and let us know if the clicks are still a problem that would be really appreciated ^.^

Thanks for playing and the great feedback! ^.^ My primitive brain is equally "oooohhh moneeeyyy" xD haha 
We decided to bite the bullet and update the fix before voting ends because it does seem to be impacting peoples experience .
If you get a chance to re-test and let us know if the clicks are still a problem that would be really appreciated :) 

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I can't reproduce your described problem (using web build). When buttons are highlighted blue that means they are selected. Can you confirm that you had 200 coins, selected tomato (highlighted blue), and tried inserting one tomato and it didn't work? Perhaps, can you play again reproducing this situation to confirm (I know it's asking a lot for you to try again)?  The closest I get is having 200 coins and trying to insert a bunch of tomatoes, eventually I couldnt afford more and so the button gets disabled/unselected stopping you inserting more. With high gold income this "running out of gold" can be a brief moment. But that doesn't sound like your description, so I'm trying to understand better. Thanks for your feedback/help :) 
UPDATE: I have updated it to fix the selection issue others reported, as this seems to actually be impacting the experience. If you're able to try test to see if you issue still exists that would really be appreciated. If not, no worries :) 

ok, I will try see if I can reproduce it based one what you just said. I might have to just bite the update bullet to fix it, if it's like this. As that sounds less acceptable than lead to believe.

Thanks for playing! :)

Haha, sorry I meant that I believed you - but I never saw it previously! could've sworn it wasnt haha but thank you xD 

Thank you so much! ^.^

Thank you for playing and the kind words! ^.^

I wonder if they edited the unpleasant, or if Im blind. When I looked I thought it just say unplayable + game breaking, oops. I had also asked the discord the response i got was "typically I only do fixes the first day of voting or major issues". I wish they just said you could fix bugs and not make it sound complicated. Damn, ahh well, live and learn. Thanks ^.^

thank you so much! ^.^

thanks for playing.  With your clicking issue, is that different to the bug warning we listed? I'd be intrigued if you had issues placing tomatoes down if you have enough to buy them. The bug of not placing things down was when you could still afford the one you selected but couldnt afford a different one, it would unselect under the hood. So most commonly honey pots had this but could also happen with customers. Unselecting and reselecting fixes it (until we upload the fix post voting). Is your issue not this?

I get mixed signals with the fixing bugs thing. I thought it was major/game breaking bugs, not just all bugs?

Thank you for playing ^.^ 

Woohoo, you did it!! :D haha - thanks for playing our game and the nice feedback ^.^

I see the intention for the bounce mechanic, to which I would suggest make it really quick travel speed for the bounce and a 1-2s stun at the end or something. ^.^ With the trap if you're to do that I would have the fruit fly out like an explosion or something, right now my experience was all the fruit just dropped below the trap making it really hard to get them again as I'd just keep getting hit again and again, it was... fruitless for me to try get them back ;P 
I could see it looking really cool/fun where they get hit by the trap, get bounced and all their stuff goes flying around. Just fruit for thought! ^.^ And you're welcome! 

Like others, I played it solo with one had using wasd the other arrow keys. I had a really good time and see a huge amount of potential for things like power ups, different game modes, etc. I love the vibe of this game! The concept of being a fruit brawler is so fun. The win screen is cool! :D Some feedback I have for improvements: 1. I noticed when a player jumps on top of another player, the one of the bottom can't jump (rarely might if you spam the key) or move, they get stuck. The one on top can't jump but they can move off. So basically if you just stand on someone you can stop them moving. 2. I noticed when a player collides  with another they start sliding and can't moving during this process. So I tested running two players into each other, and one takes priority and the other can't do anything about it. 3. undecided on best solution for this, but I noticed you can knock a lot of fruit out quickly, which I think might be due to not having invuln frames after getting hits (so the spike ball for example will clean you out of fruit). I think there should be invuln frames/cooldown on getting knocked, but this is a design choice. 
Great game though! :) 

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This was a really cool game, I beat lv 10. It reminded me of another game I played many years ago that was basically this concept (not a bad thing, was more nostalgia for me ;) ) - The music, sounds, game flow, cube animation and progression felt really nice and super clean. Awesome job :D 

Thank you so much for playing and your kind comment! I'm glad to hear you had a smooth experience.  ^.^ 

This was really cool. I like the art style and game feels good. I would say that the first stage is seemingly the hardest because of the way the reloading works and it takes two bullets per ghost. I wish I could press R to reload when I have a small window to do so!! But, I really enjoy the way you've done the window repairs and the casino is awesomely unnecessary haha! Great job :D 

I quite liked the mechanic of the player choosing tiles to see before hand, as opposed to the usual showing the entire board style! Not sure if something is supposed to happen when you beat all stages, but if not, I think it would be cool if something did happen for completing within the mistake limit. But it was fun, great job :D 

Glad you enjoyed it ^.^ - The selecting glitch has been fixed so it should be much smoother just from that, when I can update, but I will also get shortcut keys in post jam.  Thank you for playing and appreciate the good feedback! ^.^ 

Thank you so much! :D 

I had a ball! ;p this was fun, music was a vibe! What a neat concept ^.^ good job

I had the same experience as waijee. I tried on pc web browser saw it not clicking and noticed the touch input comment. So I tried on my phone, fed them one popcorn and then nothing happened. I tried throwing popcorn around and they would change appearance, but nothing further progressed. So not sure what's supposed to happen. I do like the art style though and I think doing touch controls is neat but would be good if you had both mouse click and touch! :) 

This game has way more content than you would think! I like how you implemented upgrade progression and the creation of hotdogs was satisfying ^.^ - the only feedback I have is sometimes the fluidity of creating hotdogs was slightly jarred, for example I would try click and drag when it's wanting just click + click. I feel click to drag things around would give it a better, more fluid feel but it's a small small thing! Awesome game :D 

Yeah, I would look into how the collision shape is moving. Also, not sure if it's in your project vs a bug with exporting type thing. But just in case, you can view collision shapes for debugging in godot when running the game (if you didn't already know about it). This will help visualise the issue! And, classic for game jams! but hey, allows you to expand it later ^.^ you're welcome! ... But OH! MY GOD! I did not comprehend you guys made the music yourselves, that's incredible! Love it even more :OOOO

Hahah! Game jams am I right? xD happened to me too. The good thing is it doesn't detract from the game, just enhances it for future updates ^.^ - and ohh interesting about the unity leaderboards. 

No, I am playing web games on chrome full screen on 1920x1080 monitor. And that's awesome, good to hear you're on top of it, ideas are what these jams are for haha ^.^. Yeah, game balancing is difficult in jams and imo less important when time is little haha.  You're welcome :) 

Thank you so much for the kind words and playing our game! You know the age old expression - money doesn't grow on trees? Truth is it grows on the ground like a crop xD Haha. And YES! I forgot about that!! I requested specifically from loveroftoad (and then forgot) "I need an icon for removing them" and all I got given was a headache ;P haha (joking of course). Will be sure to implement that once voting ends,  thanks again for playing and the feedback ^.^

Thank you so much for playing and the feedback! Once the game jam is over we're going to add a tool tips to the unit selection. We'll update the game page for the interim to help people since it's a common comment, thank you ^.^. And yes, unfortunately that was a bug introduced when I fixed another major bug. I've fixed it project side, just waiting for voting to be done so I can update it haha ^.^