My Cool Game, Fun Game 7 experience:
launched some stuff into space:
Got hungry so made a burger
yummy!
I was wondering why i never saw the weird mosquito thing and then realized I VERY badly misinterpreted this screenshot (imagine the image is a quarter the size and you forgot to put on your much needed glasses lmao)
I really liked the idea of the game it's got a lot of potential, it just needs some more polish and content but I saw ur other comments that u didnt have time xD !
also stabbing the guy while he's already getting mauled by the dog is brutal AF lmaooo
ez wr
strat: just drop off like 400 dudes at once simples
(jk I played for like 2 hrs lmaooo)
The score multiplier on the starports seems a lil antithetical to the gameplay since you want to actively avoid them throughout most the game and I even restarted decent runs from accidentally turning in a group of like 100 dudes. I think there either needs to be a reward from turning in a certain amount of dudes like +hp, or incentive to drop them off sooner like if you get hit, you lose half the dudes kinda deal
Improvements:
-lemme get da dog
-movement not locked to 8 dir pls. am guessing this is to keep keyboard competitive with gamepad?
i had a ton of F.U.N with this, the increased pickup radius while ur not shooting is a clever way to keep the player from just spam shooting the whole time like other games in the genre
Really impressive! I thought its just gonna be a simple taxi game, but new stuff kept popping up xD
I restarted pretty early into the first run because I had like -70 money REAL quick, my second run it just completely froze when I delivered the food quest (I didnt alt tab or have another active window like you warned), and my third run went a lot better but I was thinking you just cant cross between the red buoys so I got too close to one and lost my license and then my money started to spiral downward haha I think its actually like thicker trigger boxes on the inside parts between the buoys am guessing? Am glad being in debt didnt mean losing hehe
I didn't understand so much what was going on with the story and the crow, but it was interesting change in the gameplay still, and the ghost part was AWESOME
Really fun idea! I got (about) 1:10! It was really satisfying landing shots on the other dudes xD
I just wish there was a separate screen at the end to check your score. You said in chat that it should should show for like 5 sec, but definitely it should just stay there until you click a button, or press space, etc
funbase got me beat on this one, am so garbage at simon saying things and dude whats with the dragon healing lmao is that bug, he already gots too many hps looool my highest score was 26 like 3 times xD
loved the character designs and minigames, even tho am not good at simons say i like the part where it goes blep blep blep e e e
ayyyy
took me a few tries but this was rad! I like how some of the designs were really intuitive which number they were like the pitchfork being 3 xD
a couple things i wasnt sure about:
-do you have to press attack twice just to prevent accidentally attacking, or theres a reason to click attack just once?
-i was trying to see if I could do a big combo and got 1-8 supplies in a row lmao but it literally gave me 0 points. is this intentional so you have to keep each 3 run separate?
kinda wish i didn't see this played on stream before i tried it. i think one of the best parts of this game is the satisfaction of organically discovering the mechanics and world without walls of text like many games. great use of diegetic ui showing when ur gonna get a new segment and how many segments u need to finish level too ^_^
hey i really liked the jam version! it was maybe a little too ez, but it still fun and satisfying to play <3
i also tried the updated version looking forward to seeing the changes but then i think it became too hard xD
it kept happening that i would have 1 enemy left but they were just the tankiest dudes it would take like 2 minutes just to kill him. i thought maybe its because the wizards were healing them way past their max hp so i started focusing the wizards first but it was still happening that the last dude refused to die haha
my main complaint in both versions was enemies would stay in the trees where you cant get to them, especially when they were fighting ur slime friends
overall great work, this was one of my fav from the jam!
beeg
really cozy looking game with surprisingly hectic gameplay hehe
would loved if theres proper online leaderboards to be incentivized playing even more for #1
here my final score >:D
i'm curious your experience with gamedev since theres nothing more on your profile page and the quality of your game is outstanding
I feel like this could have already worked with just the stock trading minigame but i love all the extra stuff going on and characters <3
the fact they are in different places each day helps reinforce that days are passing and makes the world feel more alive and lived in
i think i won on thursday night with 2.2k cash and like $900 more in stocks cuz i didnt know if i was gonna have another day or not and was betting big the on stocks i had for noogle, reactive, and the dull stocks i been finding around the office hehe
its really zen/chill game i just just wish there was more stuff going on! I played for quite a bit just for the sake of see how big i could get but accidentally closed out the game multiple times because escape key closes the game instead of giving you back your mouse xD
heres a idea i put together for expanding it a little (its 2d but i think could mostly work in 3d too)
great work badcop! there's a lot of attention to detail u did in conveying the character emotions
The shader and room stretching is excellent, but i also really appreciate the heaviness in the footsteps/movement, that you have to turn on the lights, and the bar going hella fast when u *accidentally* call the police
(i also went through the sequence a couple times to hit the green just to see if it did special dialogue xD)
i love u used nick and ryan + and funbasealpha references/musics, i wish there was a little more mechanically with the gameplay, but legit i got spooked at the beginning when i was looking at controls and i turn left to see a nyan in my face xD the gameplay reminds me a lil bit like call of duty zombies so having other weapons, faster movement, and more things happening at once would have been sick
woah thanks for play! I actually picked up the project again on monday and working towards a Steam release soonish xD
Here's some things in the new update:
-New enemies and final boss
-New items and abilities
-Shop to unlock more items
-More difficulty levels
-More rooms to increase level variation
-Short tutorial
-Can choose any starting ability instead of only 3 randomized options
-Detailed descriptions for items to make more informed choices
-Various bug fixes and balance
These changes aren't playable here yet, but I will probably change this to a demo page with limited functionality once I have a new build ready (probs just access to the first couple difficulty levels and cant use the shop for the extra items)
really cute! gameplay is almost meditative (until i fall xD)
i really like the wobly physics of the lizard guy hehe but i wish he bounces off the sides a lil more (or my other idea i mentioned before where u can press space or click while ur in air and it shoots ur tongue, if it hits the wall it pushes you away, if it hits a hold, u get pulled to it, that would be crasy)
Really cool simple ruleset. I think it captures a sense of hopelessness as your vitality withers away that even more complex systems miss. it could even be applied to other stats like strength, sanity, social standing, etc xD
Starting at 20 could make gameplay stale with so many constant success in the beginning, but players could easily convert it to d6 or d12 to fit their game needs or just start with a lower value.
(i think you have a double space after "<" btw)
Good stuff!
woah great game all around, awesome visuals, great soundtrack, really fitting sound effects, and engaging gameplay! only improvements i can think is unifying some of the UI with style of rest of game, speeding up the planting animation (I think they might all have the same animation time, but it seems long for first one because he doesnt need to move. might be the same for some of the upgrade cards but idr), and I think a skull icon over crops youre going to kill would be good like if you're about to water plants that are already ripe, instead of showing the water icon. might need a different visual effect so player knows its from watering and not from movement. Seriously great work though! Also that cover photo goes so hard, i love it xD
Dang that was hard, but love the lil ending animation! The character movement could definitely use a lot of work, but I think the game really shines with the level design. it's really impressive the alternate routes you can take depending on which orbs you have. The idea of choosing your own order to do the puzzles, but taking away a power each time you finish one is awesome! The art style was really cute, but the particles didn't fit. tutorial was perfect: short and effective!
loved the vibes and humor xD I was intimidated when I picked up the first clipboard and saw so much text, but it was well written and a joy to read through! I knew a little bit about SCP but didnt know about the classifications. i think a little bit more context in-game and definitions for euclid and keter classifications would have been great. i ended up looking them up after the first one xD
great work :D!
this is such a great game! hard as heck, but still had a blast. half the time I was running the poor frogs over on accident lmao xD
The game felt really polished, and the sounds fit perfectly . using cardinal directions for controls was a smart move and felt very responsive. Awesome entry, one of my favorites!
i'm curious how many other people saved, i only managed 10 hehe
Looked great and seemed very polished, and the explosion ability felt satisfying to use, but i agree with others that it seems there should be a way to recharge flame. the zoom out at the end makes it seem like it would be possible to burn the whole building, but I was only ever able to make it like halfway across. I think theres a lot of potential here, just missing 1 or 2 mechanics. I think the fans, and being able to hop down from higher ledge were also really interesting additions that players would have to consider to maximize their destruction
Wacky, charming, cute, BORZOINK! great name xD I managed 1397 after a few runs, but it seems no one else is posting high scores so idk how I stack up against others D':
Seeing you have 200+ comments already I dont think theres much more I can contribute, but I'll quickshoot a bunch of things and hopefully theres something that hasnt been said
-add point values that pop up (kinda like dmg numbers) so you know how many points something is worth, know exactly when youre getting points, and generally add more feedback on your actions
-if you spin around next to a wall, you can start to float your guys up
-camera went wonky one time in top right corner of map and couldnt see stuff anymore
-music volume kinda loud
-cursor is no longer borzoink when you hover over buttons on main menu. This is dependent on the zoom scale of the browser. At 50% hes still borzoink no matter where your cursor xD
-web resolution is too large and fits awkwardly on webpage at 100% scale
-you have setting in itch.io page that adds a second fullscreen button. the itch fullscreen button fullscreens the game with respect to webpage scale but still keeps the unity fullscreen button on it. The unity fullscreen button removes the bottom bar, and properly fullscreens it. you can specify the viewport dimensions so the unity bar on bottom isn't cut off either, just add an extra 60 px or so
-score and timer text can be kinda hard to see depending on whats behind them, having them on a separate panel would make look nice as heck
-i did ctrl+r to restart one of my runs real quick without having to wait for timer to run out and it reset my high score because thats bound to R D;
-mute button text is very blurry and since its only one thing in options, it could probs just be on the main menu in the corner or something. TextMeshPro (part of unity, but need to import the package) makes it a lot easier to do clean fonts and works almost the same as default unity text with extra options
-gameplay is quick and chaotic i love it. would love if theres other people you can knock around too haha xD
-sound effects + music: perfection. i love the song stops at end of timer, but i think something threw off the timing in one of my runs (probs clicking out of game or alt+tabbing)
-the way dog moves his legs is just smart and hilarious
-i misunderstood the hazard stats panel at first, but I think the point + bonus point system is really interesting. i think you only get the bonus when the object is destroyed? could call it damage reward and destruction reward or something like that to make more clear
-the physics with the rope and guy is way fun. very satisfying to just spin around :D
hope it doesnt seem like im nitpickings, i had a lot of fun in this game and wanted to contribute at least something that hasnt been said already xD