thank you for your patience as well as your tenacity! it makes me feel good inside that you haven't forgotten about it!
i'll try to work on the game some just because of your kind comment!
i'll try my best!
This game reminds me of many things that I will promptly list now: Newgrounds Flash games, TIME FCUK, Weebl and Bob, and Duck Battle. I very much like the bounciness of the graphics and the upbeat action of it all.
Anyway, the game is really fun! It seems to fall into some of the same pitfalls as some of those games though and becomes a bit repetitive and easily exploitable.
I actually really liked the gameplay!
I never thought that there could be some variance to clicker mechanics that could add more to it than what has already been done, but making it feel like you have to be dexterous and on your toes to get extra clicks in is somehow marvelous!
Alternating between left clicking, right clicking, and being precise adds an extra layer to the clicker gameplay that seems to involve more action and skillful gameplay. It feels very rewarding when you get those planets that only sometimes, based on chance, exit the portal that you don't just have to spam left clicks in order to attain.
I wish there was more to it, however, if only I had a reason to practice my twitch mouse-movement skills on it.
The game is hard, but that may just be because I suck at RTS'. That doesn't necessarily mean it's bad, it's just hard to get ahold of. But like RTS' I've played in the past, I don't find too much of an incentive to want to try and grab ahold of it's complex gameplay that requires not only split-decision strategic gameplay, but rinse and repeat insane speed building action akin to the esports players of Starcraft and the like. I suppose that's where the pitfalls of RTS' lie these days. Complex gameplay with no one that isn't already indoctrinated into the frey wanting to learn them.
I like the artstyle though, very cute!
It's okay.
I like the flashy penache it has whenever it swaps dimensions.
It was rather confusing to understand at first that the ships I was buying was the full-fledged ship and it would just swap to the other one once bought, seeing as I had initially thought it were simply upgrades that upgraded my damage. So you can imagine I had wasted opportunity, as well as currency, on worthless things that had even caused me detriment.
The game has goals in mind for the player which is always nice to have, but to what end? I don't see much reason to go for achievements if they unlock nothing. Score never really matters much to me either, but that may just be because I'm a friendless clod. But I can't see how one without friends who sends eachother indie games to compete who can obtain the most score may find satisfaction out of it.
If more were to be added, I would applaud the game for it's arcadey appeal, as arcade games are nice, but it must have substance.
I LOVE COFFEE!!!
Is what I would be saying if I actually loved coffee.
This game truly shows the absolute gall of coffee lovers, in that they would bend time and space to their own whim in order to just continuously sip the same cup of coffee over and over again relentlessly until the indefinite end of all time and space (which is probably never) inevitably catches up with them.
It's a sad and pitiful story when you really think about it, as I have. Even though I am not a fanatic of coffee, I can still adore the message that this game attempts to get across.
It does it in a way, and a writing style, I completely respect. It does it in a way where it almost attempts to guise itself as being exactly for those who enjoy a good cup of coffee, those lovers of coffee that would absolutely KILL for coffee, those weak-minded fools who are so addicted to a drug-like substance such as caffeine that they are too far gone. It points at them and it laughs. It laughs because it has played all sides of the field, it need not pick a side of the fence, as it has picked both sides in a form of double agent chicanery. On one side it is defending coffee, pretending to be amongst coffee enjoyers. On the other it satires it and plays jokes on it's philosophy.
Truly a game to behold. If only it had more to it and there were more story to experience involving this poor soul looking to endlessly sip coffee throughout time and space. Perhaps through their journies they've encountered different outcomes where they must face demons of their past or other tormented souls in their endless pursuits of coffee? It would be very interesting, to say the least, and an adventurous story that keen listeners are sure to indulge in.
Very cool looking game. I assume it was very easy to obtain upgrades that would just absolutely destroy the difficulty of obtaining money was on purpose as it's meant to be a concept and so any player could see what content the game has to offer, which I respect. At first I thought it was simply the game throwing away monotony for fun, but I soon learned better.
Purchasing all the upgrades to see how much it would bloat my already absolutely massive income made me frightened that it maybe could crash the game, but that's just something I worry about every game I played. But it also made me think about the gameplay mechanic where you would actually want to steer away from accruing too much money from upgrades, so the strategy would be to only get just the amount you need and not to overbloat it. I think there was a game that's done that before, but I don't remember what.
As fun as it was to see the numbers turn to NaN, I can't help but feel less accomplished than I would have if it required some form of commitment in order to finish the game. I suppose that's the endless pursuit of a video gamer. Once you're good at one thing, you try to find something that may line up with your current skill level. When that isn't met, then you can only revel in the sadistic delight of crushing all that opposes you in your warpath of victory. That's what power is, isn't it?
What can I say about jam 1? Well, let's start with the fact that it's not really a clicker game, seeing as you never click at all.
I appreciate the design, I really do. Because the developer seemed to have fun with it, albeit in it's simplicity. It reminds me a lot of I Wanna Be The Guy, but it doesn't live up to the hype that surrounds that game. Could it possibly have something to do with the blurry visuals, the copy-pasted level tiles, or the lack of sound or music? Maybe, all of the above.
I would respect this game a lot more if it hadn't put a coin offscreen that killed me as I was trying to progress through level 2, having to start all the way back to level 1. I can't, in good honesty, reward it for it's lack of dignity in it's placement on a jam that has nothing to do with what it's going for, as well as it's lack of respect for a player's patience.
It's okay, I guess.
I'm glad that gameplay comes first and foremost and that a design philosophy went into it's creation. So that's good.
However, being given time constraints on a conclusive climax being that the entire world will literally die and/or explode really wrenches my anxiety. I dunno, that's just me. When I was a kid I was infatuated with Majora's Mask, I still am, but back then I had the worst feeling in me that there was this doomed dread that the world was ending and there was absolutely nothing I could do but experience the game for what I could until it all ended and it was my fault for not being good enough to stop it from happening. As I had no idea that you have to play the songs to turn back time and all, back then when I was a child, anyway.
This game gave be a bit of that feeling once again and every so often a game makes me feel that once again and I don't particularly like it, but there's definitely something there that can be open to some good plot devices.
Game Overs and failing to succeeding seems to be a common method of game development, and there's always that itching feeling about needing to make the game succeedable on the first try for anything but the most incapable of players. But, there's just something about making a game too complex to figure out that you can't complete it on the first try that just nags at me. I suppose the simple truth of it is, is that failing isn't fun. Usually a game will give you ample opportunity to at least prepare more or prepare for the failure. Such as a tutorial, an easier level, or a way to grind 'levels' to be usable on the more harder content. When a game just throws you at it and expects you to overcome this feat without much preparation or opportunity to work your way up through the complexities, that's when I think a game can sort of start out dull.
It's like Super Metroid where Samus starts with only her ability to jump and her blaster, she unlocks the rest of her abilities later on and the player experiences that and becomes better at the game through that. Starting out with all of those abilities not only would bombard the player with too many options to play the game with, but also not feel as accomplished as one would be if they worked their way into learning and experiencing all those methods and unlocking them through gameplay.
I appreciate a game that isn't afraid of being controversial enough as to remind those of what history once was and how absolutely horrendous it definitely was. However, since the game is apparently 'not to be taken seriously' then I suppose that sentiment is rather lost on me and there's not really anything to be learned or gained from this game. Which is unfortunate, because I like using video games as my only source of educational purpose.
I think the game could do well from a more strategical approach to both it's gameplay and design. Where you may better prepare for the oncoming year ahead in a planned manner, but then forced into unforseen consequences that may make or break your playthrough. Similar to Oregon Trail or Paper's Please in that sense, I suppose.
I would definitely like a more altruistic approach to player choice and how they may go about their life. Specifically without the need to steal or do actions that may be attributed as 'negative'. In this era of wild west laws and immoral practices, however, it would ultimately lead to faded inquiries and begotten virtue. Seeing as, 'good and evil' are just fallacies in their hypocrisy in this horrific world, as well as our own. Very well done narratives can come from this and I yearn for more games to come from historical influences, very much like Fallout: New Vegas has.
Regardless of that, I suppose we should leave game development for games such as those to developers who are properly read up on those subjects than someone who's making one for laughs. But that seems all too often the latter than the former, these days.
Anyway, it reminds me of this one life sim game I once played, as well as watched my favorite streamer/game developer 'CharlieWinsmore' play called 'Real Lives'. This game is however more monotonous than it and takes a very long while to age and accrue anything. Which would make sense if it had some moral, lesson, or point it was trying to make that it was very impossible for a slave back then to earn any amount of income, all of which had to be dumped into helping either themselves, their family, or their fellow slaves. But instead, it just seems to be a gameplay quirk to have to progress through the game in itself than any alternative scenario. Real Lives does that a bit itself, albeit lacklusterly, but it's point is that it's very difficult living life when you start poor and destitute. You can also spam the 'age a year' button in that game and didn't have to wait until the days pass in an arbitrary timer until your character has aged enough to the point you've reached an end point.
The game is okay, it has potential, but I don't really see it exfoliating on such.
There's not much to say about this game. It is what it is. The developer set off to make it and they made it, not much else to it.
However, there's not much 'clickiness' going on, rather more idleness. Not just in terms of gameplay, but just as well as forcing the player to wait. Which is a cardinal sin in making any game, especially an incremental game. "Idle hands are the devil's tools" I believe the saying goes. In a gamer's case, they would rather be in hell than have to wait for the game to let them progress. If you're familiar as games used to be, every level transition required a rather long loading screen. Progress was seemedly being made, but all it was watching a meter fill before it lets you play the game again and offer some type of input in order to progress through the game more. Throughout the years, this process has been streamlined to make loading screens faster, load things more efficiently, and offer some form of interactive feature during a loading process so the player at least feels like they're offering some form of commitment aside from them simply wasting their time.
In this game's case, simply waiting out money to increment with no clear path ahead and no goal in mind other than to simply acquire more currency is it's own undoing. Much akin to the ultimate path to greed and a man's self destruction in feeling the need to focus their life entirely so.
The clipart used leaves much to be desired, as well, but at least it's functional!
Now I love Take On Me by Aha as much as the next person, but as much as I love it, it seems a bit gauche to simply take an 8-bit remix of it and plaster it as a game's soundtrack. It's a great song and a great choice, but I mean, if every indie game decided to use it then it would certainly denote the value of it. A relation to this dilemma can be found with just how much content used Kevin Macleod's music. I think Kevin Macleod is a talented musician and he makes some good stuff, but when you hear it constantly it can get very irritating.
During my play I found myself tapping along to the rhythm of the beat, making me wish this was possibly a rhythm game where you had done that.
The game itself is very simple. Short and sweet, comparative to other clickers I've played so far that seem to have an insanely destitute end-goal. However, it could possibly have been shorter and sweeter if not for needing 5000 of each fruit, which I suppose is reason enough to get the upgrades, but for what end? The end of the game, I suppose.
Also the end game screen has a typo in it. Somehow completing the game made me think more harshly on it. I think that's just a common feeling gamers have when they complete a game only to be met with a soulless screen congratulating them on something they already know they've accomplished. Has AVGN taught you nothing?
I love the circus. Can't say the same for this game, though, as it's more Criminal Space than Circusy, as the main goal of the game seems to rely on needing to get enough circus performers to cramp themselves inside of one ship just to shoot one other one.
I really liked it when I first witnessed a Juggler pop out of the portal and do a little circus act for little ol' me. I liked seeing all of the acts do their thing as they walk into a pipe for them to go along their way. I think the game could've been a bit better if it had focused on something along those lines, of spawning thousands of circus acts for them to go inside of an orifice instead of having to wait a long while for the Tickets to increment until you're able to buy a new one and see it once again.
Aside from all those things, the game is simply made, with a crude UI, stock images taken from a royalty free source, and music that doesn't loop. Simply put, it's a bit dull when compared to the bright lights and wondrous appeal of a real circus. (or something inspired by it)
However, it's absolute simplicity reminds me a lot of a mobile game you'd randomly find off the mobile app store. The only thing that's missing is a 30 second unskippable advertisement that plays every couple of minutes.
I like it.
It has potential and itches an exploratory feeling in me, albeit in it's brisk nature and very short gameplay. It's one of those games, I feel, that's an acquired taste and is more of an experience than a game. It's just unfortunate that there really isn't much to it, but I wish there was. For what it's worth, I think it's pretty okay.
I very much like the choice of lofi and royalty free music that you get to listen to, however it seems very cookie cutter. The amount of clicking you have to do is insane, though. My wrist started hurting, even, especially when you don't have the auto-workers that you have to purchase and have to grind to get the resources necessary to attain them. The game seems potentially fun, and I enjoyed for what it's worth and the most fun I had was imagining the scenario of a godly being force-feeding one of their followers in some hostel in order to make them devout enough to give their undying loyalty. Ultimately it just became a chore to have to feed all of these gluttonous religious fanatics. Which is very much a macabre twin mirror to how real religion, as well as a critical satire, may befell, but I don't think that was in mind when the game was being developed.
I like the button beeping different tones when you click it.
Other than that, though. I understand that the main theme of the game is literally meant to be that it's boring, but uh... it takes a bit too long to progress. I'm sure that's probably the point too! But... I feel like the theme of 'work being a drawl and life just being a monotonous grind' has been done quite often as a theme already that, unless you're bringing some narrative uniqueness, it doesn't add much to the fray.
The game gets it's point across. I suppose that's better than it not.
I like the surrealist sci-fi theme it's got goin' on. The clock's hands being shown in tandem with how many seconds/minutes/hours you have was rather cool to me, as well as the background animations that occur when you reach further time stretches. However, the same song kind of grates after awhile from listening to it for so long. Progression also seems a bit stiff and slow, it took awhile to reach 14 days, and even when I did and bought the wrist watch, it didn't seem very rewarding. It's a nice game though, would love to see some form of artistic go-around about the concept of time, space, and it's meaning or something along those lines if this were ever to have more done with it.
Thanks! It's made with RPG Maker MZ, the newest iteration of it which comes with it's own plugin that allows you to run common events upon clicking a specified image, which this game uses a copious amount of. Everyone agrees that it's the worst iteration of RPG Maker, however, and it has hardly any plugins besides a few made by Galv and SumRandomDude. One of which, I used for the Hud in the game using SRD's HudMaker plugin. Other than that though, I was starved for plugins unlike the many projects I've had on the backburner making in RPG Maker MV, which has many plugins. But I still somehow made it work!
i think, maybe, if you run it as Administrator, or right click the game.exe and ago to Properties... then try different Compatibility Modes, that's always helpful when trying to get a game to work.
Otherwise, it could possibly be that the download somehow got corrupted or didn't finish when you downloaded it, so downloading it again might work
you can work the Jobs by pressing the Jobs button and get Money that way. with the Money, you can purchase Upgrades from the Shop tab, which upgrade your Click Strength or CPS in specific modes. the main challenge of the game is to strategize how quickly to earn money to buy upgrades to be able to gain major buffs in order to win.
i'm planning on also adding a possible tutorial of sorts as well as hints for how to better play the game in a later update, like v 0.15
You can invest into CPS items so you don't have to click so much, it's an optional gameplay mechanic if you want it, it's cheaper too! (unless you think that's underpowered? I can do something about that, you know)
One Episode is meant to be completed in one sitting, and i feel it'd be weird to just reload mid-episode, considering that every time it loops it only gets harder. In the v 0.15 update I plan to add an in-between episode hub world where you can save your game. There are also auto-saves already in that RPGMaker MZ does on it's own. I didn't add many options to save your progress because it's only the single test episode in the 0.1 version and RPG Maker acts wonky when saves from earlier versions are used for a newer version of the same game. I don't know if that's different with RMMZ, but I shall test it out overtime.
Regardless, thanks for commenting and playing my game!