Thanks playing and the feedback! I was considering making a trash compactor pickup or service that makes you fully symmetric again for a cost. Or maybe some other way to eject/cut a particular piece of trash that is causing trouble. Yeah, as-is, if you grab something heavy with too much leverage, it’s a death sentence.
laserjock
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Very fun to scale up the store! It took me a bit to figure out I had to click the arrows to expand the store. I do like how you get “squared growth” of the area by expanding the whole length of wall at time – unexpected, but way more fun than linear growth.
It was unclear how much I was spending on auto-restocked supplies, and what actually brings more cats into the store (larger store, more cashiers, fully stocked shelves, not having crap lying around, or combination?)
And some of the restockers were just standing around, not sure if that is a bug or if they are taking their break (they have rights!!).
Overall, this was super fun to play. Would love to see a more fleshed out version with some rollercoaster tycoon-like situations to take care of (cats spilling stuff needing cleanup –> hire cleaners, getting into fights or theft –> hire guards, coupons / advertising). Still, very ambitious as is!
First game I had to break out google translate for! (not a bad thing, IMO) Pretty challenging to collect and shoot the right color, though also forgiving in the sense that it doesn’t seem you can die.
I never fully understood how the color matching works. I thought one color projectile does extra damage to a word, and that is the word’s “color group” on the next menu? Or that the meaning of the word is a hint for it’s color? I got Sprechstunde (consultation hours) and Geburtsjahr (year of birth) as an example where meaning -> color isn’t obvious.
Sehr schönes Spiel!
PS on input oddities: I tried it on gamepad (microsoft / xbox gamepad on windows), but the shoot actions didn’t seem to work right (x,y,a,b were in the wrong directions), so ended up playing on keyboard. Another, odd input thing is pressing shift 5 times fast on windows brings up the sticky keys dialogue box! Not game breaking, but a little annoying (it’s not you, it’s windows).
Love the visual style, reminds me of the I Spy books. Sometimes it felt a little hard to know which lights were out without quickly scanning over all the pedals, and I think that was giving me a bit of lag with the mouse. And (as others may have said) how to turn a knob with a mouse click-drag is a little ambiguous (though, this game could be rad as hell in VR!). Maybe display it as sliders instead? Seems like it might be a slider behind the scenes.
I would love to know how you designed and programmed the sound for this. When a value knob is off, is it that track’s pitch and/or tempo shifted or something? Or is it playing an entirely different “wrong” track? Very cool interpretation of the theme!
Hello fellow trash-programmer! I enjoyed being a stealthy racoon, the noise indicating line graphic is simple but done extremely well, I had a good sense of when I was about to be chihuahua’d. I would have liked to see some kind of bonus for returning a full sack of trash, maybe an upgrade to carry even more? Very fun game.
Just like dating in real life, you listen a bunch of tedious dialogue and then end up just picking the one you think looks the coolest! (LOL)
No, honestly, this was awesome! Very creative interpretation of the theme, cute dialogue, and holy crap that’s a lot of character art! I had to explore all 16 paths to see them all. Well done!
Very cool to see a tileset used like this in the Doom style of fps. It took me awhile to realize I had to shoot the icons to start and wait for the delay, and that I could/had to jump the fence. First, I walked around the back of the map and fell through the floor into oblivion! But once I figured it out it was a pretty fun hectic fps.
Here’s what I liked:
- simple mechanics, on theme, easy to figure out
- at first dashing is not very useful, but when you get big and sluggish it becomes more helpful
- only game I’ve played this jam can pause! (always appreciated)
- no obvious bugs that affect play
Here’s what I think can be improved:
- camera follow is a little jarring: I think you need a dead zone in the middle where the camera doesn’t follow. Are you using Cinemachine? It’s super easy to do and tweak the smoothness of the follow
- no obvious win condition (but maybe I didn’t play long enough?)
- the bounciness off the sides is actually pretty fun! I would have liked some wall objects in the middle of the map to strategically bounce off of, especially when scaled up and turning is slow
Nice work!
Great interpretation of the theme with the scales of Anubis, and I really love the world building in the intro scene (though, you’re pulling a Skyrim making it unskippable!).
The art is cute, but I had a hard time figuring out what was interactable, and what the interactables were (I thought the coin was an eye at first), maybe add some text like “picked up coin”. And I get the need for some time pressure, but my suggestion, especially for a tricky game like this, is to make the timer toggleable, so its easy to explore the world fully, then do a speed run once you know the route.
Overall I liked it quite a lot and wish I could explore it more fully!
Thanks for playing! Greed is a powerful motivator, even when there’s just fake dollars at stake!
For progression and world building, I was actually thinking of a kind of business sim. You’re a company that is contracted to remove space trash from low-orbit, and you have to balance earning money with buying upgrades for the rocket. There could be different rocket types that have a cost to launch, or the engine upgrades and refuels might cost money. Or you buy a “permit” that unlocks higher risk higher reward trash (explosive trash, biohazard, nuclear, etc). I think progression is the next step!
Hah, yeah! Uh, no bugs at all!!! 😐 https://youtu.be/Ax_rgPyUnnc
(I “fixed” this by allowing breakage, but I kind of like the game better without breakage) Thanks for playing!
Reminds me of Osmosis Jones! I played this way too long, and grew to a size where the enemies couldn’t touch me anymore. My biggest criticism is, it was really hard to tell if I was moving or changing size without some kind of frame of reference like some background decorations. And I wanted to fight the green worm guy! LOL. Overall, nice cheese, nice game!
Glad to see we had similar interpretations of theme! This was challenging, but once I got the hang of it, I was having so much fun playing it!
For some reason, I assumed you could only build out the FRONT of the rocket, so I did that for like 10 attemps. Once I realized you could build towards the back, which also zooms out the camera as you scale up, it was much more fun.
I felt like I was constanly low on tractor beam. And if I understand correctly, building the beam upgrade only increases the total capacity, not the the charge rate? It felt like it was hard to keep up with all the space junk at a certain point.
Maybe a time-stopped build mode would make it easier if you want that? Regardless, super fun to play. And super clean looking UI.
Frickin’ salmon with frickin’ laser beams on their heads, what’s not to love? This was super fun to play. The way the abilities and difficulty scaled felt very balanced. And the death animation is incredibly satisfying.
I mostly just stayed in the middle open area, there’s a few narrow channels, but I didn’t notice anything special about them. After dying a few times, I felt like the enemy waves were still very difficult? Not sure if that is a bug or just bad luck. I rebooted the game and ended up making it to about level 16. Nice work!
Thanks for playing!
I agree about the stuff flying off – Originally, I wanted to allow stuff to break off when you smash into things too hard. So there is a break force proportional to the object’s mass, which works OK when you’re small. But when the ball gets big (and the turning forces increase with upgrades) stuff on the outside starts to experience huge torques. This is why it’s nearly impossible to pick up small items on the outside of a big ball (small mass -> small break force and large radius -> large torque), which was kind of unintended.
I tried turning off joint breaking completely and I think I like it better TBH, so I may publish an post jam version some improved/fudged physics.
Love this so much, it’s full of soul, and weird as heck. Great music choice. I’m happy to see someone went with the “philosophical” interpretation of alchemy as transformative change (becoming golden and sun-like!), Carl Jung was famously (and weirdly) into this stuff.
If you haven’t seen it yet, Tarodev has a great video on what makes a platformer feel great. I think the lack of Jump Buffering is what made it feel kind of sticky on the jumps over snakes. (And as other people have noted, checkpoints would be cool!) https://www.youtube.com/watch?v=3sWTzMsmdx8