I see. That makes sense. So either the asset's location, scaling, or the code for using the assets wasn't set in a way that prevented this from happening. The intent was was there, but obviously the execution was not perfect. I'm actually happy you took the time to scrutinize our work so thoroughly.
GrantJohnsonVO
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A fair criticism. I understand it's not for everyone. I think in a proper full version with more time to work on it we'd have different modes based on the kind of experience the player was looking for including one that's mostly storyline with objectives and one that's mostly ambiance with minimal interaction similar to its current state.
We just took the peaceful game theme and the resolution restriction to make a riff on the lo-fi girl and the lo-fi aesthetic to make a study companion. It's meant to either help study or serve as a short break to distract and relax before going back to whatever you're working on. Seemed like a good fit and a somewhat underserved niche. Cozy games are also pretty popular now which helped me come up with the idea.
37,700 was my high score. Premise made sense. Not really a dance off but more of a keep away game. Didn't quite understand how to get the bubbles to help, but it was nice having the triangle hats telegraph where they were planning to move. I was hoping for a little bit more in the way of sound design or background music, but it got the job done. Nice job!
Just about the right amount of difficulty to catch the fruit. Would have liked to see some different sprites for the fruit falling and maybe a few other noises to make it sound like the fruit landed soft or hard in the basket depending on how far down the screen it fell before being caught. Solid game!
Instructions were a bit vague and the pawns seem to get stuck wherever they attack the first wave of attackers. Other than that, I eventually figured out you're supposed to try to protect the center square from the oncoming red dots and use the walls to keep them out until the pawns could eliminate them. Impressive work for the time allowed!
We were using Metroid Fusion as our biggest influence for the story driven narrative side of the project, hence why the voice, or in the case of MF the scrolling text, tells you where to go the whole time. Appreciate the feedback though; definitely gives us something to think about for any revisions we’ll be making.