Fun little resource-management strategy game The resource management system is engaging, though the visual feedback is on the same level as the legend of bum-bo and you do not want to be on the same level as the legend of bum-bo. Polish the things you have with visual and audio feedback. Maybe add some cinematic feedback like camera shakes on “bad” events and such. It could enhance the experience by not adding more design to it.
David Naußed
Creator of
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Thanks a lot for playing and thanks you very much for the feedback!
We had a lot of plans and a big backlog of things to do, sadly many of the mechanics we planned had to get cut for the GGC showcase. :(
Either way, we may or may not work on this project in the future and try to add the special hook to the game.
Personally, I hope we can develop the game into something fantastic.
Thanks a lot for playing and thanks for this very informative feedback!
I am speechless and do not know what to say. It's simply very good and constructive feedback.
I'm happy that the experience of our game is actually almost exactly as we intended it to be, except sometimes a small bug occurs, but that's negotiable, haha.
About the hiding in a barrel mechanic: I feature creeped our game the last day and just added it because everybody said "please add it", but since the levels were already done and a very fast hiding mechanic would break most of the puzzles,
I applied a enter time window in which the player can get seen. Basically if you jump into your barrel and an enemy sees you, the enemy will remember you. That was part A to avoid breaking all the puzzles with a new mechanic.
Part B was an attempt to give the player some incentive of using it: You can't get seen as long as you do not stand in the way of your enemy. If the enemy walks against you regardless if you have been detected or not, you get caught. Either way, I added a small "act of patience" to the barrel mechanic. You get vision for a second every 2.5 seconds. The balancing of this mechanic was not very good, but I really wanted to implement all the animations of the duck, so everybody can enjoy the pixel art in its fullest.
We will definitely rework the hiding in a barrel mechanic to make it feel good and give it more meaning! :)
And of course, more variety to the player in terms of music and maybe even different kind of puzzles and environmental mechanics.
The ideas for this game are pretty open and I think we can go a little nuts with it.
Thanks again and thank you very much for playing our game :)
Thank you for playing and thanks a lot for the feedback!
It seems like you experienced a bug with the barrel. I thought i have fixed it, but I guess my fix failed :(
I will take the direction of the dragging towards a certain prop in consideration! It sounds like a very nice idea.
In regards of the different music for different themes, I agree with you. We will definitely consider more variety in music and sounds for each area!
We all have some idea about the world building of our game and we hope we can realise it! :)
Either way, thanks a lot for your suggestions
Thanks a lot for your feedback! :)
Yes, we require some feedback on the level/game progression. Maybe some environmental details which show some direction or distinction of different areas in the level? Leave your ideas in the google survey or just here in the comments. Would you prefer a more subtle representation of the progression, a more mechanical one, like find a key and then a door? Or would you prefer a map?
About the music, the game has a more disney-ish thematic, like Tom and Jerry, so we did not consider that it might be perceived as grim.
Maybe we gonna dig more into the grim theme? Sounds a very interesting way of evolving our game too :)
Thanks a lot for playing!
Thanks Pontus!
The levels were designed without the "hiding in a barel" mechanic in mind, but I feature creeped our game on the last day and implemented the mechanic as well as possible so all our art assets are in our game one way or another.
With that said, I had to blance the barrel mechanic somehow to not break the levels, so I simply gave it a long enter animation, which requires accurate timing rather than a reaction-based skill.
If the player learns the barrel mechanic, it can add a lot.
Anyway! Thanks a lot for playing our game and leaving such nice feedback! :)
Thanks a lot!
I am very happy when people play our game and give us feedback resembling our intended experience for the player. :)
We may tune a lot of stuff in the future, it really depends on our time and you probably can relate.
I am very thankful for everybody who plays our game and leaves such nice feedback! It really helps us to decide whether we want to work on this game in the future or not. So far, we really want to
it loosk breautiful and the puzzles show a very lovely direction. Based on time we had it is impressive what you all created. Consitent art, a consistent world and a nice direction of some puzzles.
Personally, I would suggest to replace the current meditation mechanic. It does not create any form on immersion. Sometimes, you do not create immersion through what you already have in real life, such as holding a button and waiting, but more often in video games you create immersion through creating something we do not have.
Consider how immersive the story of avatar the last airbender is and how they created something abstract to real life, even though it is meditation. (I am talking about Aang entering "another realm" when he meditates)
Anyway, it is a very promising game and looks fantastic!
When played with a mouse, this game gives you carpal tunnel.
Either way, there is nothing i dislike about the game!
The art is simple, but very good looking, the audio fits (We do not have a sound/music minor here, so I understand the struggle) and the gameplay is very consistent!
On top of the consistent gameplay, art and sound you deliver a good message and I do not know if it was intended or not, but sometimes I mixed up trash with food and got my little blue poisoned :(
Great job!
You made gigantic improves since the prototype build (4 weeks, I guess)
The art is super clean, you have a shit loads of mechanics and it the levels are also very playable.
I am not a story person, so I can't judge much about that, but I really love your game! :)
Overall a very good looking stealth game, with lovely puzzles and a great set of mechanics!
Thanks a lot!
The balancing suffered a little due to my high scope, but yes :) It is very umm... The game doesn't really explain the core-mechanic but I am always very happy when people engage in it and find out how to beat the game.
The sound effects got created by my voice acting. I am flattered you love them :)