man I spent HOURS of my life barking on....KOOPAS, in the original Bonafido
Buh
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Finally was able to try it!
Even though the windows version is a bit buggy I can get the main idea, the sticks control phenomenally well! surprisingly for using the crank, the game itself is pretty basic and reminds me a bit of the homerun constest in smash bros
It could totally be expanded exponentialy to make a puzzle game where you try to make bridges for little ai controlled characters, the physics are pretty good
Great Review! I will definitely consider this feedback
For the thing where buttons mean different things, thats one of the ideas I had early on when we started the project, with being able to apply modifiers to the buttons such as a acting as a jetpack or a drill (which is where the character design comes from haha, the older character design is my pfp) unfortunately the idea was too ambitious for a 72 hour jam so we left it as an idea if we decide to do a full release
Ladders are a big challenge in game dev apparently, I did not touch the code for this and I have not tried to make ladders in gamedev before, but yeah the devs spent like a whole day trying to make them work well lmao, we had to settle on ladders that you may get stuck on.
As for the crank being another button, it kind of is haha, but it works in the sense of the game as the crank motion is like taking a button off the playdate and since it is pretty much the non-button input it just made sense that it would work like that, I wanted it to have the feel of cranking a slot machine and I believe the game accomplished it pretty well!
For someone who obsesses over game design all the time, I am very proud about how this turned out! by making the theme of forgetting something into an actual mechanic of the game it is like turning expectations upside down.
As for the windows port, I'll make sure to try it when I am less busy, I thought your game concept seemed pretty cool :).