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LWCoding

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A member registered Jun 14, 2021 · View creator page →

Creator of

Recent community posts

I don't think your last message sent fully. But I hear your concerns! Seems like other people feel similarly about the Waterlogged event.

The dummy level isn't really supposed to be easily completeable, so it's more like an easter egg challenge! I've seen a few people beat it before, but it's definitely extremely difficult.

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Oh yeah, that fourth level... I've only seen very few people beat it qwq

Thanks for the detailed feedback - I think the Waterlogged effect is really annoying for some people and really easy for others. I'm curious about how I could balance that... perhaps just reducing the effect stack like you said.

But anyways, thanks for playing!!

Thank you!! 

Just fixed this earlier today after reading your comment. This bug only happened to appear on the web build and not the executable or Unity editor, so much appreciated! :)

Thank you!! Glad to hear :)

This is actually so adorable I love it :3

Perfect, just as we intended!!

Oh pfft, thank you! I hope that entails your kitchen experiences were fun rather than chaotic! :')

Ahhhh! Right, forgot about audio stuff. Should've coded in a mute button or +/- controls to change the volume.

Thanks for playing, though! :)

Aw man, sorry about the soft-lock!! We also caught that issue when it was too late - honestly just a fault of not-enough playtesting. :(

I'm happy that you still found some sort of fun andnostalgia factor in it!!

Thanks for playing, will do. :3

It's interesting to hear about your strategy - it was definitely not easy balancing the benefits of utility versus decor. :)

We are also saddened by how the build cuts out the visibility of the ready button... but I'm glad that the description was able to help!

Thanks for playing!

We also noticed the door square problem a bit too late - definitely an oversight on our part due to lackluster playtesting. ":) This is also a reason why the resetting-money glitch exists (apparently, getting a jukebox is possible, but it's super annoying; this is a bug!).  Regardless, I'm so glad to hear that you enjoyed the game despite these problems.

I love the suggestion about randomization in table-selection AI! This would place less emphasis on the player trying to figure out how the algorithm works for table selection, allowing them to consider the restaurant's overall layout more strongly.

Thank you so much for playing! :D

Oh yes, that's on the backlog of things to do!! I'm surprised there's not too much else like Bookworm Adventures already!

Thank you very much, I appreciate it :D

Glad you think so!! I typically haven't done much of the art for my games so I'm trying to make do with what I can :')

Whoa, thank you so much!!! :0

Love to see it, hope it was fun!

More content is definitely planned for the near future - and with this comes new levels and new treasures! That's an interesting idea for a treasure mechanic - I may play around with it and see what I can do in terms of balance!

Thanks for the feedback, much appreciated. :)

Thank!!

Thanks, very much appreciated :>

I am so glad you think so :)

Big thank you to the U.S. president for sponsoring this mission

That's the beauty of RNG! Sometimes you have broken runs, sometimes you don't :')

I think it's camera shy

PAIN.

please stop contacting me and my family we’re terrified

The Catastrophe card is mistyped right now - what it should say is:

When a card is played, deal 3 damage. Exhausts.

LOL, thanks for the feedback! But shhhhhh :)

You need to get on your RTX 3080 microwave

Ah, sorry for any bugs! The game is pretty unoptimized in some places. :')

We thought adding the wonky movement would reflect the space-y feel, so we kept it! We're thinking about reworking the damage on collision, though.

We REALLY appreciate the feedback! 

We wanted to make the game have some sort of level selection, but we just didn't have time. Thus, we had to opt for the endless-style gameplay, which coincided with our initial idea of including a story. We had to scrap an entirely new area with a unique green and purple tilemap because of this!

I do love your suggestions for making the gameplay easier - I feel like there was definitely some developer bias with the levels seeming easier to us than they really were. If we decide to further refine this project, I 100% agree with removing wall collision damage and increasing the player sight radius.

Once again, thanks for your detailed response! Seeing stuff like this really helps to affirm our future plans.

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Much appreciated! It's nice to hear that our hard work paid off. :')

Thanks! We didn't spend much time balancing, so I'm relieved to hear the progression felt good!

This is amazing. It's truly a game!

Everything runs so smoothly! And the animations are amazing. Of course, more variety would be great, but it has a lot of potential! Keep it up. :)

Super spooky, but I love the graphics and the gameplay! Really had me clicking everywhere to figure out what was happening. :)

It took me a while to figure out how the game worked with the somewhat obscure buttons, but it was pretty fun once I got the hang of it! Maybe you could consider adding key binds so that shooting the cannon can be made much faster?

Similar situation to boggle! I don't want to miss out on the gameplay; I'm wishing you the best in your bug-fixing! 

I like the idea of conserving your one rock to win the level! It adds strategy to the game and was fun to play, even though I'm a fairly impatient person. :')

Poor birds though, lol.

Tysm, I'm glad you enjoyed it! It's my first-ever submission to a game jam!

Thanks for the feedback! I was thinking about adding something like that, so that really helps to confirm my idea. :)