Simple but addicting. Puzzles weren't too difficult but not all were immediately obvious either, pretty good for a PoC. Funny King of the Hill reference, didn't catch if there were other references. Couple times I thought I was stuck because it seemed like you could only push things and I obviously needed to pull but decided to finish as much as I could then leave feedback and wound up finding the gloves and then it all made sense. Couple of the items like the propane tank were hard to figure out what they were. Enjoyed the game!
coshmnoney
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There should be a rating for Writing as well because this game had my favorite writing of all the submissions.
Game was simple and fun. I don't feel like I noticed much difference mechanically between the first 3 days/taste profiles of ice cream. I think the game alluded to the Strawberry being faster but it felt similar to the Vanilla.
Regardless, gameplay was the right mix of challenging and fun. Art was good, writing was great, just wish the game was a little longer and added a few more gameplay twists.
Disclaimer, I was only able to watch the video.
I really like the take on the theme, managing a warehouse that gets busier and more chaotic over time while trying to avoid accidents fits perfectly. Game looks fun, maybe with more time the different systems could be balanced. Seemed weird that the cleaning robots left messes and did so as often as they did. Not sure I understood why there was an explosive barrel but maybe it would have made more sense if I could play. Overall, good job!
I liked the use of the theme and the core gameplay was fun. I found the instructions a little unclear at first. I started by putting boxes in the first van which isn't(?) drivable and was confused what to do next. Then I figured out I had to deliver the packages to the houses so I ran each one. Then when I tried to pick up a box I unintentionally got in the middle van which I realize now was the point. But then I had difficulty getting into the van as it kept picking up the boxes I had stored in the van from the side which was frustrating. Overall though these are "polishing" issues, the game was fun!
I really enjoyed this one. Had a really interesting take on the theme though it wasn't clear to me why or if my number of steps mattered and what I was really using my life to trade for. I got stuck on the "level" where there was two altars and one goat as I couldn't figure out how to sacrifice the goat and myself (always told me to rewind whenever I sac'd myself). Definitely the deepest gameplay I've seen so far.
I liked the take on the theme especially as you introduce more effects that can be triggered by the buttons, meaning I'm always left guessing what will happen when I press the next one! I thought the pixel art was nice but a little hard to distinguish what some objects were. I definitely didn't pick up on the number of items next to a button indicating what order to press them in until I read the comments here lol. Unfortunately I don't have a better suggestion though. Could have used some more variety in sounds and a background track but I assume that's just a casualty of the 48hr limitation.
Wow, I think the mechanics here are really well polished. Aesthetics are on point. The level design and pacing as you introduce each mechanic is really great as well. I think my only critique is it feels a bit loosely tied to the theme. I don't find myself wondering what any of the buttons do, I just have to collect the runes to unlock "standard" 2d platformer controls that are self-evident by the rune icons.
The game feels like it could have fit in with GMTK's 2020 Game Jam. In his recap video, Mark Brown even talks about a theme in some submissions where the controls are represented as in game entities @ ~3:49,