That’s all that matters is that you’re glad you finished. It was definitely a neat and original concept you can build off of!
Exodia
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I might have to take you up on that offer haha! Also, I did also have an idea of making a keybind to consume a potion you created to help boost the player while brewing stuff for customers (such as support giving a speed boost). I also plan to make more than just 3 potions that can be brewed so I can rename and possibly make buffs they give for like say, 30 seconds?
I am thankful for your offer to help test things out though. I hope we can keep in touch! I plan to make a demo page and keep this as the legacy build so you can keep up with the Steam roadmap updates!
Thanks for leaving some feedback!
I like these ideas to flesh out the scarcity aspect. I wasn't sure about adding scarcity to the flasks or water initially as I didn't want to make too many things/overwhelm the player with mechanics and make it a game on micromanaging. I will, however, see how these fit in with stuff and experiment!
I think multiple customers in the building could build on that (maybe I can use the other customers and make them request a flask or request some ingredients and they trade you an item for example?)
I think right now I just need to experiment and see what feels fun so I can make the game as quality as I know it can be. Plus I want to flesh out the cutscenes!
Thank you so much for the feedback!
Starting off, you are genius with the cat idea. I was thinking similarly with the rats but then wasn't sure how to make that more engaging (and not so annoying to deal with long term). I want to flesh the shop out and make more items that give buffs/help the player (I thought of a backpack for starters that increases the inventory to 3 slots so you can grab flasks ahead of time for example).
The doorway in the bottom right was actually supposed to lead to the room of the cutscene after day 1! My original plan was to have the player wake up there at the beginning of the day and my original vision was having a cutscene later in the week where the player wakes up during the night and brews some potions in preparation for an attack or something. This got cut because of time of course so unfortunately it looks awkward. I do want to redesign the brewery possibly and make it better (maybe you can buy ingredients at a merchant or something?)
Rest of the issues came down to time sadly. I had more planned but then realized I wouldn't finish in time, so they are now added to the roadmap to Steam launch!
Also, customers aren't supposed to slide when they get impatient, but I may keep that if I think it's funny enough LOL.
Once again I appreciate the great ideas and kind words!
Thanks for the feedback! A lot of stuff shared I 100% agree with you on! As I plan a road map I will specifically make these points for steam release.
If I’m being honest. It really came down to time. I finished the jam and did kinda wish I had an extra day or two to develop parts of the game. I actually didn’t finish the item shop until the final day which made adding more depth to gameplay rough. It got to the point where I wanted to make sure everything worked at the very minimum and then do more. I was thinking of adding rodents or some form of obstacle while serving customers as to be make some extra stakes for the customers leaving. Because if this, I realized there is also literally no stakes to lose. The mechanics feel like fake threats right now. It was a great experience and your feedback has been super valuable!
Very nice game idea!
Things I enjoyed:
Audio: I love the sounds! The snip sound of the bite and sounds in general feel very satisfying. Music was nice too
Art: The game is very visually pleasing to look at
My main concerns include:
The movement: It feels very slippery and hard to progress the game when trying to move around.
No tutorial: Your game description was a bit helpful but I fullscreened the game and was very confused how to do anything with no tutorial.
Overall a nice game. It can become something really cool if you pursue working on it further!
You're definitely right about the repetitive part. Had extra features planned to diversify that sadly got cut due to time. Also, for pixel size that was my fault. Everything used the same pixel sizes when created I just messed up scaling from either making some things too small or laziness (For example with the dialogue ui). I plan to fix a lot of this stuff as I plan out a steam release. I am probably remaking the art almost completely where needed actually. Thanks for the feedback!
Outstanding game! I like the idea, reminds me somewhat of the game I made, but a lot cooler than my game lol. The controls are easy to pickup and I find it cool how certain robots can only do certain things like how Bounce-o is only able to jump for example. Really cool concept. I like the art and sounds. Good job!
This game is quite fun. The characters are quite responsive and don't feel frustrating to control. While it's nice to play, it doesn't feel like there is a defined goal or agenda to complete, it just feels like the adventurers are attacking monsters because they feel like it. However, I don't play RTS games often so that could just be a nit pick. One suggestion I have is maybe a rally button to send everyone to a location. Otherwise nice game, I enjoyed it.
This game is quite fun. The characters are quite responsive and don't feel frustrating to control. While it's nice to play, it doesn't feel like there is a defined goal or agenda to complete, it just feels like the adventurers are attacking monsters because they feel like it. However, I don't play RTS games often so that could just be a nit pick. One suggestion I have is maybe a rally button to send everyone to a location. Otherwise nice game, I enjoyed it.
I definitely like the game! The art style is very nice and pleasing to look at. The pins falling down is satisfying to look at, and the characters have a nice charm with their personality that makes me like the game even more! I also am fond of the idea of befriending people to increase your bowling skills, makes engaging in conversation with the characters encouraged and even better to do. My only complaints would be that at the start, determining where the ball is thrown from goes really fast (though this is solved with the perfect timing ability so it's not much of an issue), and the red triangle character with one eye soft locks the game for me as his dialogue doesn't load. Otherwise it's a great game and if you work on it I'd look into playing it more as it's quite fun to play and entertaining!
My game has a decently low rating count so I hope I can fix that.
Here is my game: No I In Team by Exodiaaa (itch.io)
It's a platformer with some puzzle elements. You can swap between control of 3 different characters to complete stages. It doesn't take too long to complete either.
That is intended. The only character I intended for you to be able to jump off of was the jumper, as a big aspect of them as a character is providing vertical height for the other characters. I could've been more specific about that with the information I provided on stages with new mechanics, I apologize for that. I probably should've made it to where you could jump off both the leader and dasher characters anyways though, because it's probably abnormal having that discrepancy.
Here is my game: Rate No I In Team by Exodiaaa for Brackeys Game Jam 2021.1 - itch.io
It's a platformer with some puzzle elements. You control individual team members of a team of 3. You swap between control of each character often on levels to complete them. There are 12 levels and the game doesn't take too long to complete.
No I In Team by Exodiaaa (itch.io)
Here's my game, a platformer with some puzzle elements. You control a team of 3 characters, controlling 1 at a time. You constantly swap between characters to progress through each level. There are 12 levels that all should take up to roughly a minute or 2 each.
Reminds me a lot of the flash game Fireboy and Watergirl. It's a nice little game that is fun to play. One thing though is that I am unsure if intentional, but both characters can jump and infinite amount of times. Other than that it would be better for more character interaction like other people have mentioned. Over all nice game, good job.
I LOVE this game's concept. It brings me back to a Minecraft map I believe I watched CaptainSparklez play. It's super fun, and I didn't even get through the first 4 levels before I knew this would be my favorite game I rate for the jam. Awesome work and I would love to see this game progress development-wise!
This is my game No I In Team: No I In Team by Exodiaaa (itch.io)
It's a platformer with some puzzle elements where you control a team of 3 characters, controlling each individually. You must constantly swap between characters to complete each level to help the team exit the dungeon-like setting they have found themselves in.
Here is my game called No I In Team: https://exodiaaa.itch.io/no-i-in-team
It's a platformer with some puzzle elements. You control a team of 3 characters with different abilities. You control each individually, and must constantly swap between characters to complete each stage.
I would appreciate some feedback on the game as it's my first game I have made.
No I In Team is a platformer with some puzzle elements. You control a team of 3 characters controlling each character individually. You must swap between characters often to complete stages.
Would love some feedback on it as it's my first game.
Here is my game: https://exodiaaa.itch.io/no-i-in-team
It's a platformer with some puzzle elements. You control a team of characters, and must swap between characters often to complete the stages.
I would love to get some feedback on it as it's my first game and it would really help me out.