I enjoyed the game well enough. There was a fun rhythm to getting burgers ready in advance and throwing them on the counter so they'd be ready for the rush. I days were a bit long though. I played for a while and never got past day 1. Fun game!
BiggestBoof
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I was able to pretty quickly optimize this game. For every 1 water, you make 1 farm and two houses. I just repeated that till I ran out of water and had 4 minutes left... and then the storm never came. :c
What I am saying is I made such a perfect city the storm never came. It is clear I did too good.
For the greatest good!
Cool game! My favorite enemy type were the doggos. They had some fun enemy behavior and were the hardest of the enemies. Honestly, I think a lot of the obstacles could be raised to about the difficulty of the dogs. I was basically able to ignore the birds because they were too passive. And the storms I would just patiently wait for. But the dogs wanted blood. o.o
I enjoyed the mixed mechanics the final level had to offer, bringing all the threats together. This is probably too much work for the length of the jam, but I thought it'd be cool if the obstacles were able to interact in some way. For example, the dogs getting spooked by the storm.
Invisible walls trying to stop me from getting my gosh darn wood. >:O
I liked the ambiance. I was a bit sad at the end though because there was no instructions on the mechanics of protecting the village, so I ended up building incredibly stupid defenses that the tornado just exploded.
Thanks for the game!
At first I was amused by this game.
Then all of the slippery little jumps and insane enemies started getting to me. Anger. Despair. Depression. I think I went through the 5 stages of grief.
Eventually, though, I became numb. Teleporting aliens? Lightspeed green guy? Invisible flying friend? None of it could hurt me any more.
I became strong.
I win.
Was honestly pretty engrossing. Half of the fun is trying to figure out what can go wrong with all of these people, and trying to optimize dinner makes the game fell really re-playable. Your team made a fun game! My only thoughts for possible change would be to maybe have the kid's "ammunition" be easier to collect? Having to click on it multiple times feels kind of slow compared to everything else.
I always have a love for games where you barricade and defend things! Had a lot of fun.
A couple of my thoughts on how things could be improved if you are interested:
-Clicking on projectiles to harm them isn't really viable at this screen size. Maybe consider making the screen wider if you want that to be an option?
-Being able to rotate pieces could help a lot with build variety.
-Some defense types other than walls could be cool!
I've played a few games in this genre... although I don't know what to call this genre? Backpack-likes? Either way, I've played a few and I'm a fan of the genre and managed to have some fun here. It seems like you probably weren't able to implement everything you wanted to for it, but I really love the art you did. All of the characters were super charming.
Took me a bit to get the hang of it, but it was fun! I enjoyed the upgrade system and creating the most terrifying cannon balls I could.
One suggestion is that I did manage to die during the tutorial, so you might want to pause the game while the story is rolling if you want people to read it!
Thanks for the game!
I appreciate how much effort you put into the tutorial. There is a lot of attention to detail in it, going as far as to program a tiny shake into the health bar when you mention it to make sure people look at it. It made the part of the game that usually sucks the most an actual highlight!
I was a bit more mixed on the actual main game. I think there were a lot of good decisions. I love how the enemies bump into each other, and I love that your bullets don't stop at one enemy, letting you slice through them. However, (and this might just be a me thing) I've always disliked the game feel of having to micromanage movement. And given the hurricane mechanic, I'm constantly micromanaging movement. I'm wondering if there is a way to keep your idea while minimizing the micromanagement of movement? Maybe making the hurricane smaller, but also giving you a little shield might work, so that you are fine to explore outside the eye for short periods of time without losing health, but insuring you have to go back in eventually?
Either way, I had fun! Cool game!
Thanks for playing!
And yeah, in a newer version I'd probably make the spacebar instruction more obvious. The instruction technically shows up on level 1 with the rest of the instructions, but it's... well... with the rest of the instructions. It kind of gets lost in a sea of information for most people. And the spacebar symbol is not immediately readable to all players. Definitely an easy fix we can handle going into the future.
I think for rough spots, the big things for me were:
-Cranes are OP. I can just spam them till the end of time and get some massive distance from them, so the storm is made irrelevant as a threat. However, this does make for a funny and memorable meme build.
-The time between storms is so long, even without the crane spam strat, you can usually keep some good distance. I think I'd have appreciated more frequent but shorter storms to keep things spookier!
-Once you've gotten to the point you've broken the resource system, and have everything producing incredibly fast, to the point there is no way you'll lose, the game still goes on for like fifteen minutes yet. Partially because of titanium rng, and partially because of having to wait for the next storm for your cannon to fire.
-The game pretty quickly starts to lag as you build bridge segments, so some optimization would be helpful. I think part of the reason the time between storms felt so long is the time is basically doubled by build lag.
-I really liked that you could upgrade many of your buildings, but by making the upgrades require you to click on each individual building and click upgrade, it means you are often better off just building a new building rather than upgrading an old one. It'd be nice if you could just pick if you wanted to build the level 1 version of a building or build the level 2 version for more resources. That way I can spam level 2 buildings like I spam the level 1 ones.
Also, all of this should be taken with a grain of salt given I really did like your game! You did a great job! I don't usually get to the end of most game jam games, but I got to the end of yours having fun the whole time.
I am running at the speed of crane!
I found it funny how effective the cranes were at getting distance. Iron in iron out!
There were a couple rough spots, but overall, I had a lot of fun and think this idea has a lot of potential. I think it mainly just needs some balance fixes and more frequent storms as its currently too easy. Also, some way to get titanium faster would be nice. It's such a slow process to get it. ;-;
Jimbly the Fish made many friends today. 22 different fish, in fact!
...except you, Shield Fish. You know what you did.
This game was a lot of silly fun. Would definitely check out more from you all. The health regen didn't really seem to work in super short encounters, which made it a lil sad to put points into, but I enjoyed this game a lot.
Getting into the game was a bit tough, as there were a lot of moving parts and the explanation was pretty brief. However, I did end up playing this game for like, 30 minutes, so you must be doing something right. The art was charming and cute, and I found myself excited to see what cool new item I could sell next.
Thanks for posting this game!
Love all the cute kitty noises. I don't know how many points is good points, but I got around 250. Pretty sure that makes me a cat god of sorts. The art is very cute and I enjoyed the experience!
This game also doubles as a horror game if you stick around on the end screen for too long. Love that feature! :D