Time is only one of the criteria your score, getting the ingredients correct and stacking them neatly also contribute. The viewer only tangentially relates a customer high score with their weight. You still have to see the weight itself for it to unlock in the viewer, but if you've got an S for them they should have gone up in weight at least once and be viewable. What exactly isn't working about the viewer?
Chubberdy
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This is a bit of a silly question. Do you think there's just a button I press that ports the game to mobile automatically? It takes time and effort that I would rather not spend to make a worse version of the game on a platform it was not designed for.
"Why aren't you making a version of your free game that's more convenient for me?" Come on, think about what you're saying before you ask questions that make you sound entitled.
Ideally you want to build upwards as quick as you can and cut off the slimes where they spawn, barring that you can try and build up some resources under an overhang where nothing but slime balloons can reach.
As for how to escape, exploration is the key. You need to find and talk to both of your crew mates, who are located in opposite corners of the cave.
There's a system folder on your computer called the local appdata folder, you can get to it by putting %localappdata% into your start bar and pressing enter. Once you save the game for the first time there will be a folder labeled Spacethumper inside the local appdata folder. That's where you need to put the modified sprite files, not the downloaded folder. There's a text file that explains this included in the download as well.
Well most games built for a desktop don't really translate well into mobile, there's a lot of stuff that requires a bigger screen to either convey information or have enough accuracy to input. Plus making a mobile version requires completely re-doing all of the controls and usually moving around the game elements to work with touch inputs. I personally also would have to pay additional fees to develop for mobile. It's a lot of effort just to appease people who just go around to random games and say "android pls".
Oh damn I completely forgot about the dialogue saying where the buns were, woops! We do have plans to keep adding stuff to the game, mostly new characters and more days/modifiers for days. I think it will always stay as a quick arcadey style game instead of something more long-form, but I agree that something like that would be pretty fun.
If I didn't want to put something down I just wouldn't have participated at all. Honestly the fact that it's a relatively short two week commitment (with the amount of expected content proportional to those two weeks) is pretty freeing. I get to work on a short little game and if it ends up being something I don't want to continue working on, then it's done! I get to move on to other stuff without having another unfinished project. Also trust me, every project I've worked on has been "rife with bugs" that I never would have found before public release. That's just how it goes when you don't have a dedicated QA team. Mostly I think it's silly to blame the jam for the game's shortcomings when the game wouldn't have existed at all without it. Much easier to get a team to agree to work for a two week period as well!