I think the walls of text at the terminal can be intimidating when just starting the game, but after I got the hang of the controls the little chores I had to do became pretty engaging. I lost on the first day a couple times without knowing why until I remembered that I was required to clock out, so I think some pop up text reminding you to clock out once you get the slime requirement on the first day could be an improvement. Ramping up the complexity of the tasks required to progress with each day was done super well. I was expecting some more from the ending though, I was a bit disappointed when I didn't get the big scare I was hoping for from completing the game. Great job overall though, very engaging gameplay loop and tense environment that benefitted a lot from the music and sound effects.
E.E-Wick
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Thank you!
For most things I drew them with circles and lines, the plants are made up with an array of points (Number of points varies with a random range). With each point the fake z position of each stored point increases linearly and more slowly the points x and y positions extend further out in a random direction determined when it is created. Then I just drew a couple leaf sprites and had them drawn at the last point. Then I loop through the array and draw a line at each point, the fake 3d coordinates are calculated almost exactly the same as sprite stacking.
Hope this helps!
If you play the game offline, you should notice the cat has new dialogue. If you then reconnect to your WiFi, the next enemy you kill will have your WiFi.
This game was meant to be a game you would play if you didn’t have internet, so it’s assuming if your offline you’re waiting to get your connection back.
EDIT: As of the 1.2 update particles should now be fine and not cause performance issues.
Sorry for the lag, although it's a bit lame you can turn particles off in the options menu. Particles seem to be the main cause of lag.
I was also going to upload a downloadable Windows version today which shouldn't have any performance issues at all.
Thanks I’m glad you’re enjoying it :)
Sorry it crashed though, it probably is something to do with recording I’d guess since I don’t think anyone else has had that issue. But the game also isn't the best in terms of performance since it is a fairly large world and lots of things need to be active all the time.
Hope everything goes well! But if you can't solve the problem I'd just recommend playing Pikmin honestly (or pet pursuit, one of my best games)
Really nice game, I was able to find all the mushrooms quite easily which is probably a good thing since everything is procedurally generated. I liked that there were sticks and swords to fight with, but my only complaint is that combat was a bit clunky and attacking felt too slow. Finding my way back home was also quite easy I think, which is also good.
I was originally going to have the ants go back to the anthill on their own, like in Pikmin. But I didn't really feel like I had the time to make a proper pathfinding system, so I just decided to have them follow you. The ants can move quite fast when you put extra ants on the item they're carrying (even if the item has a weight of 5 you can keep putting more on to make them go faster), but I agree that it still is quite tedious.
Also, if you get all of the food you fight the boss at the end (if you didn't know).
Thanks! Glad you enjoyed the humor. I originally did have the dialogue progress in game but I found that it was a bit hard to read the dialogue and play at the same time, so I decided it would’ve been best just to have it at the end of each room where you can take as much time reading it as you want.
Thanks! My first time making a dialogue heavy game and I'm pretty proud of it. There were two reasons I decided to make the player invincible, one was to make it so that everyone could get to the next dialogue as fast as possible. And to also make everything in the dungeon seem extremely weak, but I understand why you felt the opposite where it made the knight actually feel strong in comparison.