GG
cobrajs
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Recent community posts
So much content in this! It was fun trying to figure out what to combine and what to give the villagers. Seems like it was missing a sound effect for when I got three stars so that was always a bit of a let down haha. I kept forgetting how to make certain potions, and I thought that might have been in the potion book but I couldn’t find it. Overall though great job!!
A lot more depth than the art/design suggests! I love the weird feel everything had as well. I didn’t understand at first that things didn’t happen in real time, like I could forage or play a fruit on my turn and then the enemies had their turn to attack. Felt like it was a little unbalanced based on the randomness of the fruits that I got and how I could get into situations where there was no way of actually defeating the enemies, but it’s definitely a good start! Well done!
There’s a bunch going on behind the scenes to rate they flyer’s composition, and the vertical placement adds in to that rating. It’s kinda hard to see that though, since there isn’t really much of an indication that that’s what is happening. I need to do a bit more thinking about how to judge the flyer composition while also not having it super explicit how the composition gets rated (since that would make it a bit rote).
In testing I had sped that scene up because it goes on for a bit, which should have been an indication that I should shorten it (or maybe just after the first one)?
Thanks for the feedback!
The art style is awesome, and the game was fun to play! I like how the words are like related to power, though it did distract a bit from the rest of the game theming. I’m an adequate typist, though my error level definitely hindered me so I had trouble even on Moderate haha. Overall though great job!
The rating system is laid out a little weird, because I have a region system that contains the base personalities for people in that region, and then when people get created during the street view scene they get random personalities based on that region (with modifiers like liking lots of stickers or only liking when there are no stickers). Then the flyer itself gets a base judgement of things like levelness of the items on the flyer, centeredness, number of stickers, how relevant the stickers are to the flyer’s main message, or if the stickers are offensive in any way. So then when one of the people pass by it and do their own judgement, they can use the base judgement to compare against their personalities to see if they are engaged with it.
It’s a bit complicated, and I definitely didn’t test it thoroughly enough because I think I should have it so that most of the time the flyer is within a points of the engagement bar (plus or minus). Thanks for the feedback!
Yeah the whole judgement system is a little wonky, and I erred on the side of giving more points vs penalizing the player since so much of the information about how the flyer should be arranged is hidden. My initial plan was to have you buy stickers between rounds to make fancier flyers as just text based flyers wouldn’t cut it, but ran out of time for that (and didn’t plan out the design enough to make that work).
Thanks for the thorough feedback!! :)
Really cohesive game that provides a good level of challenge (especially for me who isn’t great at puzzle platformers haha). Was fireworks my destiny? I thought that was the end but then there wasn’t really a “Game Finished” or anything and I couldn’t pass the lake at the top. Still, excellent entry, nice work!
I learned what the theme was while I was out on a long walk, so I had a lot of time to brainstorm, and part of the walk went through the city. I kept seeing flyers on poles and stuff, and that ticked off the start of this idea! It was definitely the most unique of the set of ideas that I had haha. Thanks for the feedback, glad you liked it! :D
The differences in the background were really hard to read, even with the light powerups! Once I learned the layout of the level though it was easier, though I was disappointed a bit once I got the treasure and it just reset again haha. Also there was a bit of an a bug for me at least where the music would sometimes start overlapping and playing multiple instances at once, but it actually sounded great haha. Overall well done!
Art, presentation, audio, and overall feel are cohesive and well done. Dialog is a little hard to read (and so much of it) and felt like it was trying too hard to appeal to gen z or something haha. I didn’t really get the actual gameplay part, but I won somehow and the ending was good. Overall nice job!
Ooh that’s a good point, I should have slightly scaled the humans based on depth as well. The height is more of an arbitrary value than a random one, and I originally had it so it was a little more obvious in the area names (Shortville, Tallville). I think I need to rethink that particular mechanic because it feels a bit too random unless you’re literally the developer and know beforehand what is expected.
That’s always the trade-off though, like how much information do you give the player and how much should they have to figure out through play. Thanks for the feedback!! :)
I wish the graphics were a bit bigger, cause they look really cool! Overall I enjoyed this game, and the upgrade system was well done. I think there needed to be a little explanation of what the upgrade paths did, but the first levels of each were cheap enough that it wasn’t hard to mostly figure it out. Progression felt great, and it was a lot of fun. Great job!