Woohoo!
Mika L.
Creator of
Recent community posts
For your next upgrade:
- Levels:
Level 1 is a weekday, not much people, pace is manageable. Level 2 is a saturday, more people come. Level 3 is Black Friday, and its craaaazy to the point where the player is easily overwhelmed.
- More gameplay:
Some ppl come in with drinks and spill it on the floor. Player needs to grab a bucket and mop located somewhere behind the counter, and go clean it up. If you don't clean it up, you pay cleaning off your salary at the end of the day.
Make the customers waiting at the cashier with a timer, when the timer runs out, they leave the store and drop their item on the floor. Player can then pick it up to return it to the shelf, adding a snowballing effect to not attending to your customers.
Allow players to carry up to 4 items at once, and of different type. this might allow players to reshelf partly emptied shelves instead of refilling a whole shelf all at once.
- Better UX:
Show the product people buy by placing the item sprite right below their head. Same thing thieves but above their head.
Form a queue of customers, instead of them stacking up im front of the cashier, they queue one behind the other along the counter.
That's it for now, I'm sure other ppl might have even better ideas, let me know how that turns out for you!
Very nice! We had fun playing it until the end and we found it challenging at times! Added difficulty would be to make homing projectiles so to force players to aim at the projectiles or dodge them (right now in a straight line, it's very easy to shoot them down if you're already aiming at the viruses)
Thank you Arkeus, our artist is very happy with the general reception of the game's graphics!
The randomness of picking the wrong path and the going back feature were both intentional to add difficulty to an otherwise quite simplistic puzzle design, although we are very curious to know how you would have tackled that yourself, please let us know!
I think the comments before us sums it up; The graphics are really cool, the gameplay mechanics are innovative, I'm not a big fan of trial and error kind of games, but I can see what you tried to do, and there's defo something to this game.
As for the Spanish text, it's somewhat inconsistent with the fact that the UI is in English, the submission itself is in English, in a Game Jam where the people who will play your game speak only English, it's not a really good decision to keep it in Spanish. Although maybe the text there was not critical to the comprehension of the game, but it does ruin the flavor a little bit.
Anyway, congrats on submitting a game within the deadline and respecting the theme and rules!
A very well executed platformer/puzzle game! The playability was tip top, the difficulty was great, you guys exploited your core mechanics to very well. The character is cute, the childish premise is funny and it was super easy to understand exactly what to do and how to play without reading the game's controls!
One negative feedback: the music is way too loud. Some people added Music volume settings but we feel like a tweak to the music volume in Unity would do the trick.
Regardless, congrats, in our top 5 of this game jam!
Not entirely sure what we were supposed to do? We tried to communicate with the PC, got "Not received" errors, then were unable to add more entries, we had to exit the PC and re-trigger it to see the next line of text, until the game sent us back to the main menu. All other interactables were not triggering anything when we pressed E.
Could you explain a little and we'll give it another try!
It's pretty cool and challenging, we liked the difficulty escalation and the different subtle gameplay elements (like picking up the key made you heavier etc). We did get a bit frustrated when we lost in the 3rd stage because we had activated the lever when the green-eyes monster was slightly outside our halo as it seems that despite the light being on at this point, it was still considered "outside the halo" and thus the kill timer ran out during the event sequence.