Thank you so much for playing and taking the time to leave a review! Glad you liked it!
LobsterFox
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Thanks for playing and taking the time to leave feedback! Originally there was supposed to be a more strong contrast between the home (calm) and work (storm) sections of the game. The workday was meant to be more warioware style, with fast-paced mingames that are stressful to deal with. But we kind of ran out of time and the intensity of the storm was lost.
Thank you! Yeah, the office section was meant to be more like warioware. Very fast paced minigames that were both impacted by your stats and could affect your stats. Unfortunately we just didn't get enough time to properly implement it, or design enough minigames to really fill the space. It's definitely something we're looking at refining after the ratings are done.
Thank you so much for leaving such detailed feedback! And it's such an honour to hear your feedback on the art! I'll make sure to pass this on to the other artists!
We definitely had a bit of a crunch to do the office bit, so it really didn't come off the way we wanted (The original concept was more of a warioware-type gameplay, which would have been more intense and really delivered on the storm theming).
As for the depression aspect, that was originally the plan, and we also had plans to represent this visually and through gameplay, but we steered away from it for now because of the short timeframe to make the game. If we tackle it, we wanted to make sure it was done with care, which is something that's harder to do with a short time limit. But it definitely was something we had thought about.
I think the setup of "Hey, your house doesn't have insurance: Go protect it from a storm" is so funny! I did have a lot of fun playing, pushing the little houses around as well. Sadly I didn't make it past the tornado level, since I couldn't figure out what the mechanic was. But still. Had a good time with what I did play!
Thank you so much for your feedback! It means so much to us to hear your feedback on the art! On my end, this was my first time having to wrestle with opentoonz, so it is very reassuring to hear the animation was alright!
But yeah, things didn't quite go to plan overall, and we didn't get the chance to playtest and balance the game properly before uploading it, as BinaryBob said. It really was a mad scramble to the end.
Thank you so much for playing and for your feedback! I'll pass your tip about the movement onto the programming team :D
(The spikes were just the grass from the ground tiles, but flipped upside down and recoloured to save time. I agree they definitely could do with proper contrast and a more defined shape)
AAAAAA! Good news is that some of us do plan to keep working on the game slowly (Not nearly at the pace we were doing for the jam), which is super exciting! The lore was stuff that we came up with while we were working, and it went into who used to live at the place, how the tools came to life, and how they want to go to the stars because they want to reunite with the people who used to live there. It got strangely heartbreaking, but we love some bittersweet lore in our silly raindrop game.
Even if development doesn't go beyond fixing this build, I defo will probably doodle art and concepts featuring my interpretation of the lore and timeline.
AAAH! Thank you so much! As one of the artists on the team, it means so much to hear such glowing feedback and I will absolutely be passing this on to the rest of the team! Definitely agree the player controls need some tuning and there are mechanics that need a better introduction though!
We have so much lore behind the scenes for this droplet it's not even funny...
Thank you so much for playing and taking the time to leave such detailed feedback! Yeah I agree our implementation of the mass changes has so much more potential than what we've put in, but still glad you had fun with the movement as-is (It is fun to just bounce around as a silly lil guy :D). We definitely wanted to see cool movement tech be found for this game, so really cool that you found that, even though it was uh.... not a planned movement option haha. (I will be testing that out for lvl 3)
We are SO proud of the audio team! They did an amazing job bringing the game to life! I'll be sure to pass on your compliments!
Yeah we only got as far as making three levels within the time frame of the jam, and I do agree that we probably needed to introduce the damage system a bit, since the cost of taking too damage is eliminating your dash ability, rather than a health system. But thank you so much for taking the time to play!