Such a great implementation of the theme! The core mechanic is well made and works together so well with each new side mechanic!
Becc DeHam
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Quite fun! A bit too hard though imo. I managed to beat it after much effort.
I think its funny that this game is based on this animation by DuDul, which is itself based on this from A Hat in Time, which is a reference to this meme about an Animal Crossing error message, which uses this animation of Bob from Animal Crossing. Its a long chain of inspiration!
Thanks for playing! Ironically I've never played Factorio, but the game is still inspired by what I've seen of it.
The grems in the shoebox were a very last-minute addition. The placeholder sprite, just an orange square, almost ended up in the final game, but I'm very glad I changed it in time because I think it adds a lot to the games visuals. Having time to animate them would've been nice though.
Yeah, the only thing disincentivizing super long conveyors is the lag it can bring lol. I was planning on having there be limits on how far things can be upgraded and stuff like that to add more strategy, but I ran out of time for that. I also would've made a tutorial, but that was pretty low priority.
As for the other Holomem, they are just better droppers. I had thought about doing some other things with them, like having some be upgraders instead of droppers, but once again didn't have enough time. I was also planning on making hats you could buy, such as the EnReco hats, and if you wore certain hats certain members would also wear them (such as Biboo wearing the Cerulean hat or the Stain hat). That's the mechanic I most wish I had time to implement. Finally, I was originally going to make the corruption minigame actually look like a discord chat with Gigi trying to convince the Holomem to play Roblox, but I ended up having to stick with the placeholder (actually all the art was meant to be placeholder, I wanted to do an entirely different art style. I think it turned out good enough though).
Thank you!
- Yeah, the key bindings are a bit of a mess. I hadn't thought about using the scroll wheel, that's a good idea.
- Not quite sure what you mean by this. I definitely agree that the gameplay could use more variation and strategy though. I had originally planned on marshmallows losing value and eventually being destroyed completely if you burn them too much and stuff like that, which would've helped, but I didn't get around to it in time.
- Right now the best way to get rid of stray marshmallows is just placing collectors on top of them. I thought about making grems that walk around your factory (once again cut for time), maybe if I eventually update the game they could eat stray marshmallows.
Thanks! It was actually suprisingly simple. Most of the code is just checking what else is on the tile something is on (or in the case of menu stuff if there the mouse is in a certain area), and doing something or not doing something depending on that result. Doing something more than just for a jam, especially trying to make it balanced, would probably be a lot harder though.
Thanks! Not sure the performance is that great lol, it gets laggy pretty quick especially considering how small and simple the game and graphics are. The lag is quite a bit better if you focus more on upgraders than droppers and add collectors earlier in a conveyor line, aka not what CasuallyPear did lol.
Pretty fun! Its a bit clunky to control though, which makes the difficulty a bit too much imo. I think guras movements are a bit too fast, I kept succesfully doing a jump but accidentally tapping again and dashing into spikes. I also think the gravity is a bit too strong. Some of the levels being shorter/split in two/having checkpoints would also help a lot, and for players who like the challenge they could still speedrun. Still a good game, though!
Super fun! The gameplay and art fit the theme very well. There's fair bit of jankiness, although pro-controller autopilot mode was very funny to see LOL. I do think the music got a bit repetitive pretty quickly, but its not a big problem. I had a lot of fun with this one!
Also, the S in the logo reminds me a lot of a certain other logo...
This game is really cool! The mechanics are very interesting and work well with the story, music, and art.
Its a bit hard to figure out how it works, though. I think having a tutorial that tells you how the takodachis work, how to assign them to protect the priestess, how to defeat the corruption, and how the torii gates work, would help a lot. At least adding that information in the description would be nice.
I also think its a bit too hard. I think it would be a bit better if the corruption didn't respawn and/or attacked less frequently to give the player a bit more time to explore, read the story, and familiarize themselves with the mechanics.
Other than that, its a really good game!