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coffeetest1

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A member registered Apr 18, 2021 · View creator page →

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I tried it on my firefox and black screen worked correctly. My guess is that for some reason it doesn't work because of Mathf.SmoothDamp function or unity build settings that I don't know about, so it's most likely my bad. 

I uploaded the version without the black screen on my itch, if you still want to try the game out. 

I agree with you, I should remove that black screen. I originally went to do that because my initial idea was something like player enters numbers and he has no idea what he really enters, and he has to deduce by rng he enters(But that idea doesn't make sense anymore because of the way it evolved). Wish I could see bad parts of the idea and reconsider them during the jam, haha.

Oh right, I probably forgot to change the description for that spike, because I wrote them manually. Also, thanks a lot for the review! 

Yeah, you are pretty correct at everything, I really had to make that objective clear. Also wanted to add an item pool, that would adjust the  complexity of the game, but it is what it is.  Also checked your game,  fun game with cool voice acting , I liked it, even though it had few bugs(not being able to place blocks at times and the one you mentioned in known bugs).

I really liked the artstyle, the 3d city looked colorful. The roads I assume were randomly generated? That's pretty cool if that's the case. The game felt a bit too short, as I beat the game with only 2 parade speed upgrades. Though I had a small bug with cursor getting stuck at the left and top parts of the screen.

I have few suggestions, for example make enemies come flying from different angles rather than just two sides. Another suggestion is to not nullify the currency when the new round starts and also let the player get more than one upgrade per death. I think the concept can be really fun, so it has a lot of potential, if you ever plan on updating it. Also I liked the way sun looked.

I mean, that's a really good idea, but I am more inclined to adding a  new 1 energy card now. Thanks for your suggestions!

The game is great, I like how there is a small cloud gap at the start between two sundrops, so you can get them in your first try, on second try you can get up to 4 if you avoid getting hit and only finishing the half of the sundrop(that needs some petals?). On 3rd try you can finish the sundrop at the start and probably get to the 6th one. Also if you avoid getting hit you can reach the end on the 6th sundrop. Needless to say the artstyle looked really cool, especially the effects on the clouds. The design is great, taking in count that there is a timer i might assume it was meant to be completed as fast as possible, so yeah I did exactly that and my best score was 87 seconds.

Yeah, I agree with you on this point, I will implent that. I'll be honest with you, my initial idea was making 1.5 energy cost of attack, but I've never seen floats at energy costs, so I didn't want to be the first one to ever do that.

Thanks a lot for the review! Even though the Eclipse mechanic has potential I still want to kinda buff it, by probably increasing the amount of shield from 4 to maybe 6, that solar defense(start card) provides, so the shield consuming card would be stronger and you could also defend better at the beggining as the Eclipse mechanic eats -3 shield, well needles to say I still have a lot to clean up and balance. Also I am pretty open to ideas about having a more varied deck at the start, probably something that costs 1 energy and attacking I assume?

Thanks for review! I am actually planning on polishing it and adding more levels, till there are 8 of them(just like planets in solar system). I was planning on adding much more abillities during the development and the original plan was, that there were basic abillities (they have 2 colors in their icons) and I would allow player to combine them to make better versions of these cards(it would also reduce the randomness by a lot), also there had to be 3 cards for choice when taking random card, but yeah, when I realised that I won't have enough time as it was already 7 hours before the deadline and I still had to add at least 2 more battles(venus and earth) and also make sure that nothing breaks during death event and reward event(and transition before fights). So on a time limit I pretty much scrapped most of the ideas I had and just threw all the upgraded cards in the reward system that gives random cards. Also unfortunately I spent day 1 scrapping an idea I've had(it was more story-based, but it would require a lot of art I wouldn't be able to deliver in time). Also I was learning how event systems work for the first time, so yeah this gamejam was one hell of an adventure, lol.

It's okay I will check on it after the voting ends, if you are planning on releasing a patch. Also I might suggest setting limits for some upgrades, because regen makes you practically invincible at high levels.

Cool puzzle game, I liked the last level especially. Also I am pretty sure you don't have to beat level 4 that way, as I didn't quite realise how to beat it at first, because the moving platforms were offset(because I didn't do the puzzle correct way), but I still passed the level by pressing pause mid-air. (I also returned to that level after level 5 and passed it the correct way.)

Oh  okay, that, makes sense then. I noticed that there was either regen or shield that reduces incoming damage upgrade, is it the same bug?

The attack patterns were cool as hell, but you should probably implement some mechanic that might increase damage slightly, as it took a bit too long to kill the boss.

The upgrades and overall concept were really fun, yet i wish that surviving was more crucial, something like survive for a minute to face a bossfight, rather than die to start a bossfight. But despite that, I enjoyed the game

I personally liked it. I liked the progression you implemented for the game. I also found a little bug, that you can drag customers to drinks instead of drinks to customers.

Thanks a lot for the review! Glad that you liked it.

Great atmosphere in the game, cool character art design, nice world design, I wish that there a few secrets to make exploration a little bit more rewarding(or maybe I just didn't manage to find them). Still a great game made in 3 days with cool storytelling via notes

Thanks a lot for your review! Glad that you liked the game, especially the art aspect, as it took most of the time.

Thanks a lot for your review. I'm glad that you liked it!

thanks a lot for you review. I'll take that in consideration.

yep, the warrior's point is to collect the arrows and mage's to heal him