Thank you!
BeardedCynic
Creator of
Recent community posts
My house keeps getting blown down! It's a really nice concept, I like it! Great incorporation of the theme as well; you all did a good job!
There are quite a few things you were probably lacking time to polish, but out of all of them, the one I probably wish was there the most was something to help me visually decipher what things my materials would protect against and decide if I had enough to go into build. Then once I got in build, I would like to see those icons fill in as I place materials. You all probably though of this, but it would have been a great QOL to make it in. :)
Shield Fish ended up a little over-tuned; everyone hates him. The last time I did a balancing pass, I forgot to adjust his attack speed with the rest, haha.
For the health regen, I actually wanted to rebuild the entire system toward the end. It's increasing the frequency that you heal a fixed amount, and I agree that it's unimpactful with how short matches are most of the time. I wanted the matches to be quick, though, so we tried at one point to tweak it to happen more frequently, and even if we moved it only slightly, it became too OP. I think the plan post-jam will be to make the health regen stat directly impact the amount and not the frequency. I will probably also fire it once during the first frame of the match so you are always getting something out of it.
Thanks for playing and for the feedback; I'm glad you enjoyed it!
It's probably one of my favorites so far; most importantly, it has a Corgi.
I played all the way to the end, but I got a bit frustrated by the mechanics. Especially on the last one, I could see the solution, but I couldn't come up with all the steps I needed to do in between to get there. If I would have been able to sit cushions off to the side or something, I would have solved it almost immediately. Instead, it took me like 5-10 tries of trial and error to find those steps in the middle of moving the "T" tetramino almost all the way to the other end so I could make enough room to finally put it against the wall, lol.
That's probably just a skill issue, though, and a minor complaint. Overall, great job, this is top tier submission.
ASMR flappy bird 10/10. :)
I think you may have made the auto drive a little intense, even for a jam setting. It took me a couple of seconds, but I realized I could just watch the game, really, lol. That may have been the intent, though; I appreciate the visual aesthetic and the way you incorporated the theme; good job!
Whenever Taco Bell o'clock hit, and the metal music kicked in,I knew things were about to get real. The burrito zombie army didn't stand a chance against my broomstick, though!
I enjoyed playing the game; the art style was great, and the theme alignment was strong. Good work!
I did find myself wanting to change the controls, though; e is a tough reach if you sit on the home row for movement and you're in a hurry. I could also never find the darn zombies once things started! It didn't keep me from enjoying turning them into pink mist once I finally did, though!
I like the art and concept of the game; this is the dark soul of top-down pixel art games, though it's tough, lol.
Full controller support would have been really nice for this one. I also would have liked the hitbox on the attack to be a little bit bigger, felt like I had to hit the enemies frame perfect and move immediately if I wanted to avoid damage.
I still like the game in spite of that, however, good work!
Just another average black friday at your local Wal-mart Supercenter.
I had fun with it, and the theme made me giggle a bit.
Controlling the character felt pretty clunky though. I also didn't feel like there was much variation there. Furiously click in direction, throw object, pick up a new one, maybe swing or move at a different speed, repeat. I would like to have seen a little more variation in the weapon properties, and enemy behaviors to make me feel like I had a little more agency.
Really like the concept! With a little time this could be great!
Right now I feel like there are a few too many bugs and some inconsistencies that make it frustrating, especially in real-time. For example, tiles not placing down where I want them to, or overlapping on each other, or easily and intuitively being able to switch modes is difficult when it's a race against time.