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FinniganMza

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A member registered Jan 30, 2019 · View creator page →

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Hey, it's so great knowing you could play it until the end. We didn't have time to put most of the tutorials the game required, so we were worried that no one would be able to finish it. 

About the weight scale, we put only 4 slots for simplicity, and because we didn't think the levels could require more than that. But some ended up being harder than we expected. 

About having a reference item, the idea is that you can get to know the exact weight of the ingredients used in previous levels (from the recipe book), so you can use any of those ingredients to compare to the new ones.

Great idea. I tried to make the camera give you more space towards the direction the heroe (crystal placeholder) is moving, but there were definitely times when I would have liked to put more tiles beyond the camera. If there were a mechanic that rewards you for putting many tiles ahead (which is probably a good idea), the moving camera would be a must

Thanks! We like how it ended up

Thanks! We really enjoyed making it.

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Hi, thanks for the feedback! Yes, the original idea was to punish the user dealing him damage if he stayed at the end of the track without adding more tiles. The thing is that you don't always have an available tile that could be put (sometimes because of the path restrictions, sometimes because it would kill you), so it would have made the game impossible for the player to finish it in its current state. But it's definitely a mechanic that should be added if we continue it.

Hi, thanks a bunch for streaming it! I saw that you almost reached the unique final boss tile which comes at level 7, you were almost there. But yeah, I get that it becomes a bit monotonous quickly.

Hi, thanks a lot! We tried to make a balance between good tiles, neutral and bad tiles, but in the end the idea is that all tiles end up being positive somehow since you level up from fights. And the restrictions in the direction of the tiles, helped also creating expectation and forward planning.

Thanks! Although we put a lot of hours into it, I really think we could have improved a lot of things in terms of the gameplay (we don't count the art as the assets were pretty much placeholders).

Absolutely! I planned the game with that thought in mind. But to make it work, it would have needed a much brighter tile providing algorithm for the conveyor belt. The conveyor belt has some logic behind it so it's not absolutely random, but not enough. So sometimes you just have to wait to get a usable tile. I'll definitely make that improvement if we iterate the game.

The idea was good, but I usually killed the bird without doing anything, in fact I was playing trying to help the bird at the beginning and it died after only a couple of pipes D:

Hi, thanks for the review! We definitely could have added more variaty of tiles, like traps, power ups, or permanent upgrades. But just had the enough time to implement enemies and potions (beside the different kind of paths). We love to see that you still enjoyed it

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Hi, thanks for the review! I love to see that the mechanic of saving tiles, waiting for the best moment to use them, worked as intended. We should definitely add a tutorial, and also a menu screen. And art, since the placeholders ended up being the final assets D:

Hi, thanks for the review. You know that it was in the original idea to make something to hurry up the user and not letting him wait until having the conveyor belt full, like hurting the heroe if he stays too long in the same room. But we didn't have time to implement it. We also adjusted the tile selector algorithm in favor of giving more potions, to make sure the game could be completed (we tended to die at the Minotaur a lot before that, the 3rd kind of enemy), but we could definitely continue improving that algorithm.

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Hello! Thanks for the review. We would have really liked to add a tutorial at the beginning, and we had also planned other type of tiles like traps and more variaty of enemies with more feedback about what to expect. Also, adding power-ups (like other kind of potions, for example having a faster attack momentarily) it's a great idea, since you can save some tiles to use at the most convenient moment.

Great job, I played for 10 minutes. Was fun revealing new paths by moving back and forth. Also, I enjoyed making music by moving rithmically. However, I didn't know where was I supposed to go.

It's great to know you could play it somehow. We didn't have time to merge all the mechanics (the navigation, air flight controls and the pooping mechanic), so there were 2 choices: uploading it all broken or not even submitting it. And when you work like crazy with a team for the weekend it really sucks not submitting anything.
We'll update it later after the evaluations ends. Thanks a lot for the feedback

Thanks for playing it and for the feedback. Yeah, we had a lot of mechanics and couldn't put them together in time. The game is absolutely unplayable... we'll make an update when the evaluation ends (can't update it yet).