The sound and style of the room are top notch! I could really invest some time in a robot programming game
Crambeary
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It took me some playing around to figure out what to do, but the loop is to ask your customer what they want and then you go draw up a plan at the blueprint table guessing what they want from your conversation. Then grab it from the oven, hammer it, and cool it down. Then sell it to your customer. You'll see how close you were.
I'm not sure if the numbers really make sense from what they are asking for though. One time I was comparing and remembering what they asked for and then the "customer wanted" numbers totally changed while the dialog was up.
I'm not sure if it's possible to fail, the game just kept going. Really interesting idea to run around and be a blacksmith though for custom swords!
There is some depth to playing the game with your weapon path that makes replaying it much more interesting. The screen darkness effect is cool, but I felt like there wasn't much that I could do to get it brighter again. I bet if the player felt like the right kind of skill would be enough to improve it the effect would get even more impactful!
It was fulfilling to get the people all lined up and liberated to complete the missions. Really nice gameplay with the different squad types for combat while setting up the right path for your people to follow without getting too sunburnt. It was cool too have the after mission briefing with a score and upgrade choices. I could see this game expanding into more combat and puzzles for the liberation
Wow the story was great, the Paper's Please gameplay turned into a potion game for a greedy corp is clever. I did find myself just clicking pass/fail to see if I could fake it though, and my gold kept going up. At least I was able to go through the dialog. I found myself wanting some sounds to go with it though, it would be a nice touch
That's nice that you figured out deconstruction, I also had that idea but worked on everything else first and never put it in due to time. With what you have so far it might improve by making the window larger in the itch settings. I noticed the You Win text was cut off and expecting a bigger window, which also affected me
I love the world created here, instantly attached to the characters I came across. I dropped down to visit the deep voiced purple one because I wanted to know what was going on. The sound was excellent, the controls were tight, the victory was fulfilling. The last section felt like a very fast ramp up in difficulty, but I found myself getting better with the mechanics with each death.
I loved the split views of the battlefield. I appreciate the pause when hovering over the potions, especially when it filled up and I needed to remove something. I did get a bit lost with the poison attribute though, at first I thought it was a damage over time on the hero's that show up. This is a cool theme, not many games have you playing the bad guy, or even a minion haha
The controls felt very tight, which really came handy in the last room. I love the theme, especially the pun that is Owl Chemist. Great job making a nostalgic intro, I felt real charmed by it. I guess one complaint was that I kept wanting to use jumping while throwing a potion, which I don't understand why it wouldn't be possible not too. I also found myself pushing through areas and taking the damage to get to the next checkpoint