Thanks for mentioning the puzzles. It's always a worry when designing puzzles on a time-frame and whether they'll work out okay for players.. so I'm glad they brought out your giga brain! :)
Mallardbro
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This had some moments of grandeur, with the music, art and parallax coming together for a wonderful atmosphere.
I did feel my attention was split between the movement of the character at the bottom and the text appearing at the top.
One possibility would be to add collectables that advance the story.. but that potentially changes the vibe of the experience.
The presentation is great - excellent animation that shows good charm for the various enemies.
Player shooting is very slow and very quickly becomes unnecessary. It would be cool if there was a need for the player to shoot - for example, there's armour on enemies that only the player can remove.
Also, I got to wave 11 and 1000/1000 enemies apparently. If the game is endless, I don't really see the theme coming through.
Certainly enjoyed the game and kudos on the presentation.
Intriguing idea and use of the themes.
Sound effects would add so much to the experience - even if they were just noises made with your mouth and pitch-shifted.
As others have said, a tutorial would have helped me get to grips with what I was doing quicker.
(Also, pixel art and rounded corners - ahh! :D )
Good job.
UI is clean and consistent - which is very important for a game like this.
I do think that the beeping gets annoying rather quickly.
Having this as a typing game where half the time you can spam the keyboard and half you have to type words would have been interesting. Some background office ambiance would have been a good addition too, I think.
This turned out well and I hope you reflect on the experience as a positive one... You should be glad to have put something out there and for being part of this jam.
The songs were charming and quirky and the sprite work is a plus.
Also... The crackling you hear is a bug in Godot's HTML exporter. Either we have to wait for Godot 4.0, or edit the HTML files after export. (Not tried this yet, though: https://3p0ch.newgrounds.com/news/post/1148893)
Play any of my games on itch and you'll hear it (on Chrome, that is.) Certainly annoying but hopefully that workaround, well, works!
Oh, it all ties together so nicely. It's wonderful - good job.
My only niggle is that the delay between click and the guns firing made it feel unresponsive at times. However this is only a real issue with the first weapon, which I switched out quickly.
Coffee pot boss was so, so well done! I'm charmed. When's the merch dropping?
Well done :)
A neat puzzle game with a nice root in computer science history.
The goal of stopping the tipping machines fits the "on the edge" theme nicely.
I would have loved to see this get a splash of polish. Even just some clicks and clack when I punch in the instructions would add a nice bit of satisfaction.
Overall, great idea and nice mechanic. Well done!
The light-hearted "frustration" of controlling the drunk dot makes for a fun experience.
The todo list might need one extra thing added to it, or Emergencies that pop-up to distract your attention away from the todo list.
(I see you've pretty much already had this exact feedback - oops! Great minds, eh!)
The red enemies were somewhat frustrating since they repeatedly hit me whilst already stunned.
You could simply add 2 "lives" per stun, or teleport the red away from you on hit, or give a grace period during and briefly after a stun.
Also, some way of showing how long I've got to wait to become unstunned would be nice... Like a loading bar.
Any form of AI is awfully ambitious for a 3hr game, so kudos for adding that and trying something new :)