Linux version uploaded!
Mottzy
Creator of
Recent community posts
Thanks for the thorough feedback! I'm glad it was fun, I was struggling to find the "fun" in it by the end simply due to all the limitations / crashes. To your points:
- Yeah, the random quitting was rough, and I am not sure entirely in my control. I revised the game design / levels a number of times to try to optimize and still got the crashes (unfortunately). I'm going to take another pass at some point and see if I can get it stable but some of this feels like it's just the engine itself (RPG in a box) which is still an alpha product
- Easing in, is for sure, one of the things I didn't get to. I wanted a little intro cinematic that could tell the player to "RUN to the end!" - totally agree and know I need to plan better on having the space for the "ease into the game" approach
- Oh yes, this purple guy needs more fine tuning for certain. This concept was a late addition - originally it was just a "wall of purple" consuming the land, but due to the performance issues I had to find an alternative quickly and get it "working". though in the end I kind of liked the idea of being chased by these purple guys, they just need much more fine tuning!
Thanks again for all the feedback, I really appreciate it!
I appreciate the feedback! The game started feeling slow-paced and boring to me, but the bigger challenge was that I actually had to redo the mechanic multiple times due to the performance of the engine. I didn't end up getting time to fine tune gameplay, but tbh, I'm not even sure if I could have / would have made it any easier. That's why the feedback helps because it's super clear I didn't give enough ramp-up time for people to get familiar with the controls and the concept
Looking for members to team up with? Start here! Or hop into to our Jammy Jam Discord channel!
Please include the following information at minimum (taken from 8-bits To Infinity's suggestions) :
- What skills you're looking for (if looking for team members)
- What skills you can provide
- Tools you're familiar with (especially game engines / frameworks)
- Some way to contact you (or subscribe to your post so you're notified of responses)
The art style is great, and this game has a solid concept. It's a fun little play through. The only piece of feedback I have is that the "one look" may be better as "once per death" or some other mechanic so you can get a second look. As player I could always cheat and just take a screenshot, but that seems not intended. It's really cute though, love it!
A nice and well put together game that adds just enough stress to make you focus! I played on a stream and noticed I couldn't look away until I passed a level because I HAD GUESTS TO SERVE DARNIT!
I gave some feedback on stream, but here are the written thoughts on improvement:
- Stacking seems counter-intuitive. Uses a First-in-first out stack, but feels like first-in-last-out makes MORE sense
- Consider that in a real scenario things get stacked on top, and come off the top
- I also found my strategy automatically assumed this and resulted in a lot of mistakes until the developer clarified
- Sick customers should be controllable by not giving spoiled food (right now it's also random)
- In this version, since there is no consequence to helping sick customers there's no reason to get them meds
- The numbers at the end of the levels would be great to leverage into some level award / badge for improving service to customers
Overall, I had a lot of fun - the game feels well put together and the controls are very smooth.
This is a fun tower-defense style game. I played it before some of the difficulty was re-balanced, but it was enjoyable to learn the mechanics and scare kids away. I love the little touches of how the kids run away crying, and the options for "towers" is cute. The version I played had some OP cheap items, but ironically I never used the "Bat Tree" as others did so didn't realize it! This is definitely worth a play! I'd be curious to have an ultra-hard level where you have to be more thoughtful about tower placement and may need some of the bigger power-up so get though!
I love the WhiteVault-style art in any of your games. Fun little play through that lets you beat up the bad guys without too much difficulty. Super fun to see all the easter eggs from streams. Has a retro arcade feel to it. Agreed on the screen shake, it could be toned down a little bit. All in all fun little play through!
I took a hike! And breathed a lot. I like the pixel art style here, and how consistently it fits together. The overall game concepts would be interesting to explore further, and I think more ways to interact with the environment may help. For example, if you could clean up / pick up stuff to help reduce chaos. The breathing mechanic was hard to understand, and maybe it could just be simplified to remove the "match the ring" requirement and instead just make the breath meter slowly refill based on how deeply you breath? Either way, I see some potential to broaden what the game can do and expand on the concept of a game focused on getting the player to relax!
I love the art style of this game and the overall feel. It will clearly be more fleshed out in the future (given the demo levels shown). The pacing on the mining / gathering levels is good, though the shop level could use some options to speed up. I'm not sure the value of someone asking to buy stock you don't have enough of. Maybe it would help to have little bubbles over shopper's heads so you get an idea of what people might want and can make better decisions on wether to sell? Either way, the art style is great and fits together very cohesively.
The intro to this game is definitely an attention-grabber, and the feel is unique and interesting. The difficulty level seems extremely high out of the gate, which makes it hard to learn the controls (two or three shots and you're dead, and you start with a quick shotgun blast to the face). I love the concept. Agree with Toasted that a health gauge would be nice, plus more health or a level layout for the first level that gives you a chance to get more familiar with the controls. But, as an ultra-hard game it has some fun challenge to it that makes the player feel determined to beat the level they are on!
This game is adorable and incredibly well-polished. Everything about it fits together nicely and the difficult level is just enough to feel a little frantic as that timer winds down, but also very completable. Agreed with Cal237, this is exactly the type of game that could be posted on games sites if it were fleshed out a little more (more power ups / different levels / different challenges). Super great from beginning to end!