Glad to hear it, that was the goal I had when I was making the sounds!
M0N0SYNTHS
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Thanks for the comment! I was kind of struggling with how to label things and make the different functions feel more intuitive for players. The game could probably use a more interactive tutorial instead of just a "how to play" screen, but during the jam I was more focused on implementing the mechanics.
Thanks! McGuffin is a term used often by writers, it refers to a plot device that is a goal or primary motivator. For instance, in a cookie clicker, the cookie is the McGuffin, but for instance in a film like Raiders of the Lost Ark, the Ark is the McGuffin that the characters are working to find or obtain.
Thanks for the comment! If you enjoy this kind of game, it's inspired by others in the genre of idle clickers. Other notable ones include Cookie Clicker, Swarm Simulator Evolution, and Idle Miner Tycoon. Mine is more of a mini-game in comparison to those, but there's also many more games out there like this, with similar mechanics.
Edit: After figuring out how to play it (you have to buy ingredients before starting your first day), it's actually really fun! I would advise some kind of UI tip about how to get started, because I'd overlooked the "How do we play the game?" button on my first day.
Some other tips: It might be nicer to be able to unlock new recipes sooner in the game. It's taking me a while just to unlock one of them.
Bug: even when I was submitting pizzas for every customer, at the end of each day I was always getting 1 "skipped" customer. After I noticed this, I was much more careful in case I was pressing "skip" by accident, but it still skipped 1 each day even though I made all of the pizzas with time to spare. Apparently there's a bonus if you don't skip any, but I never was able to get the bonus for making all the pizzas ordered.
Also a pizza made with just dough, cream, goat cheese, and honey sounds like it'd be a really sloppy pizza. Is that a popular recipe somewhere?
Well your feedback was serious and respectful so why shouldn't I take it as such?
Anyhow, a tutorial has been added, and a design overhaul has begun (not finalized). Audio is not yet in the game but it's coming soon, I just hit a bug with the audio player/events so I left all audio disabled in today's build.
Cheers!
That's a good idea! I may decide to go with compounding SPEEDups, but I'm also considering ascension-type mechanics as well as a time warp functionality which would supplement the SPEEDups. Basically at this point the game is still in an alpha state though so there's still lots of things left undecided at the moment.
As a counterpoint: one of the goals I had for this game is to make upgrades that can still be bought frequently throughout mid-game to be able to increase engagement, so by having non-compounding speed upgrades, a player can keep tweaking things without buying one compounding upgrade, then having to wait a long while for enough currency to buy the next compounding upgrade, then longer for the next one, and so on. For me, when playing similar games, I find myself getting bored when I buy what I think will be a huge efficiency upgrade only to then have to sit for a half hour or more to wait for enough currency to buy the next one.
Granted, buying one SPEEDup to go from say 14x speed to 14.25x speed isn't massive, and at a certain point even visually you can't tell the difference anymore (like the 5 second counters onscreen cycling all the way through in just a few frames) but at least it feels like I'm doing something.
Your feedback is much appreciated though, thanks for checking out the game!