Thanks, glad you liked those parts! I made it a bit difficult for most people and added a bunch of mechanics which wasn't the best decision. I've learned that I have to try and focus on things I like the most (modeling & animation) and trim down the features that I add since game jams are really short which resulted in me neglecting things that matter like hit detection and player experience. First game I've made to near completion so I was eager to learn new stuff and add everything I like into one game haha. Thanks for the input and improvement suggestions!
GuuchanCh
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Thanks for the kind words on the game and models! Making the 3D models and fitting them all into a world was the most fun part, but I definitely added too much into the game in a short time, so it was hard to focus the player experience and playtesting the difficulty. I'll have to remember the importance of vertical slice and focus on separating mechanics that are very different from each other. I appreciate the input!
I initially didn't have a goal in mind nor did I ever Roblox Tycoon, but I quickly ended up wanting to learn how things work. The game didn't have much instruction on what the goal was (in game), but thanks to the game's title image and the itch.io game page explanation I learned what I should try out and eventually learned that Life is Roblox. In the future think it would be nice to add incentives for progression like upgrades to the machines and/or production but I assume that's normal for these types of games. Good job!
In the future I'll likely add a more obvious and less punishing tell for when they're going to move + not have them move and attack at the same. I had move animations and originally planned the same movement as gura (not instant) but I had issues with coding that. Thanks for the feedback and the kind words!
I'm still debating if I want to expand on it or not but if I do I will definitely consider reworking how tranquility drops since at the moment it punishes the user for reading (which was counter productive because a couple of dialogue options actually give heals). Thanks for the compliments and the valuable insight!
I found myself compelled to not quit until my score was 100% and even though it was stressful, it was very enjoyable. Its nice that the gameplay strategy isn't linear since the player can choose to prioritize new skills, multiple lower tier enemies or even a quick Tier 3 enemies to progress faster. Can't think of much improvements other than it seems that shooting the fans when very close to the enemy fan seems to not do anything.
Lots of fun, good job!
The models and environment looks great and I loved the smooth animations. I'm not too familiar with the timed combat with these kind of games but I quickly got used to it and started enjoying it. The only thing disappointing about the game that it wasn't longer because it feels like the start of something great. Good job and hopefully you'll be able to continue on improving this!
Thanks, glad that you enjoyed it. I'm a big fan of grid-based action and strategy combat so I wanted to try to learn how to implement that with this project while throwing in as much mechanics as I reasonably could. Yeah I would of loved to have more enemies but unfortunately the time constraint got to me since I'm still learning and I'm only solo.
(I just added a new boss fight moments ago in the 1.1 version btw)
Ah okay I've been trying to get the web version to work for the longest. It worked for me once then never again. I'll change it to downloadable in the meantime. Thanks for the heads up!
I enjoyed the atmosphere of the game. I got stuck on one of the box puzzles (lantern drop) for so long haha but I still had fun. Only issue with the game for me was the issue that David also mentioned. It could get very frustrating when jump also activated abilities (sometimes causing to player to need to restart to progress)
Great visuals and interesting mechanic