麦ふぁー やばい客しかいない
This "wheat fan" guy understands perfectly.Nevakanezah
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(Reposted from the itch page, don't mind me.)
Sundown in the city is one of the most beautiful sights you'll ever see, yet we can't keep our eyes off each other.
I invited him up here so we could finally get a moment alone for the first time in forever, but now that we're up here I can't think of a single good thing to say. I keep trying not to stare, but the way his shaggy hair ruffles in the breeze keeps catching the sun as if he was actually sparkling.
It feels like I've been here forever, stupidly trying to think of something to say. He must think I'm so weird, fidgeting here in silence. I glance over again to see him looking back at me, and the tension twists in my gut like a knife. Stupid! Stupid! You're such a weirdo!
I hear him shuffling on the stucco of the rooftop, and resist the urge to look again. Surely this is it: He's getting up to leave because I ruined everything. His hand brushes against mine... and settles there. The tension in my chest erupts into a warm cloud of butterflies that flush my cheeks to the beat of my pounding heart.
In my periphery I see him turning toward me, his mouth expectantly ajar. His eyes glance up to witness me viciously jerking my head in wide, flailing circles as the demon in control of my body finally asserts itself. My hair, overcome from the strain of whirling about my skull like a length of barbed chains, forces its way through the very material of my cranium, coming to rest somewhere in front of my neck.
As my dark lord and master makes his presence known before ushering in an age of eternal night our eyes lock for the final time, and the awkwardness of the moment peaks. His hand lifts away from mine and he shuffles back a pace, returning his gaze to the city skyline once more.
Sundown in the city is one of the most beautiful sights you'll ever see, yet we can't keep our eyes off each other.
I invited him up here so we could finally get a moment alone for the first time in forever, but now that we're up here I can't think of a single good thing to say. I keep trying not to stare, but the way his shaggy hair ruffles in the breeze keeps catching the sun as if he was actually sparkling.
It feels like I've been here forever, stupidly trying to think of something to say. He must think I'm so weird, fidgeting here in silence. I glance over again to see him looking back at me, and the tension twists in my gut like a knife. Stupid! Stupid! You're such a weirdo!
I hear him shuffling on the stucco of the rooftop, and resist the urge to look again. Surely this is it: He's getting up to leave because I ruined everything. His hand brushes against mine... and settles there. The tension in my chest erupts into a warm cloud of butterflies that flush my cheeks to the beat of my pounding heart.
In my periphery I see him turning toward me, his mouth expectantly ajar. His eyes glance up to witness me viciously jerking my head in wide, flailing circles as the demon in control of my body finally asserts itself. My hair, overcome from the strain of whirling about my skull like a length of barbed chains, forces its way through the very material of my cranium, coming to rest somewhere in front of my neck.
As my dark lord and master makes his presence known before ushering in an age of eternal night our eyes lock for the final time, and the awkwardness of the moment peaks. His hand lifts away from mine and he shuffles back a pace, returning his gaze to the city skyline once more.
Finally, the gamer girl bathwater is mine.
+ Very interactive combat that reeks of earthbound
+ Enemy attacks have much smoother animations than you'd expect
+ Fun overall tone
- Juggling the elements to attack is a bit awkward. I never found myself memorizing which button was what.
- Having to re-target enemies for each attack is arduous. Especially with the encounter rate being kinda high.
- That maze puzzle is the devil and those hitboxes are his grand design.
This game's real fun, even in the prototype stage. Speaking of:
AT THE TIME OF THIS WRITING, THE ICE ELEMENT IS NOT YET IMPLEMENTED.
I asked Lunar to confirm this; they say a patch is incoming after the jam.
This +/- list looks worse than it is, but there's a lot worth talking about:
+ Really fun game loop; I would play more of this. The elements feel fun and distinctive
+ The art is gorgeous
+ There's quite a few interesting upgrade paths to follow
- Enemies are fast enough that when they spawn in front of you, they're nearly unavoidable. Having no way to heal makes this especially painful.
- Ability balance needs refinement. To whit:
- Effects that slow/knockback are useless, because enemies push each other along even if you slow the frontrunners. This means that water and earth are trap picks for the first element, while wind doesn't do enough damage to keep up with just picking fire and oneshotting everything early on.
- The slow/knockback behaviour means that 2/6 of the available upgrades are not valuable. The optimal build is to take 4 levels of pickup range and get ring of fire to level 8 ASAP
- The levelup system triggers on EXP gained, but you can't upgrade anything unless you have the resources for it. You'll skip a number of levelups simply on the basis that you can't buy anything yet and have to wait.
- At higher levels, the upgrade system requires a ton of clicking. Others have mentioned the issues with costs/combining, but making 62 mud for that next upgrade gets rough on the hands.
This was fun! I made it to the 'good' ending after a couple tries to figure it out.
+ The music is nice, and the voice-acted sounds are entertaining. The mandrake jumpscared me, though.
+ The light colour mechanic is a real neat concept
+ Puzzles are compelling, and build upon the setting
- The light colour mechanic is not communicated very well. On my first playthrough, I didn't even realise that the settings had that option.
- Spamming left click on every object is optimal, which dampened the experience somewhat.
- I want my legendary bread.
Thank you so much for the feedback! There's a lot of stuff in here we hadn't heard anywhere else yet.
I have good news for you as well - Our composer has a Soundcloud!
This is some quality feedback; thank you so much!
While I may not be able to sate your thirst for gameplay polish, I can at least answer some of the questions you might have:
- 2/5 of the team is brand new to game jams (I'm one of them), and the others cap at about 3 past jams. It's definitely been a big learning experience for us!
- You're the first one to notice the two left hands; it was originally unintentional. This is what I get for tracing reference material.
- We re-used the same progress bar for customer patience as well as recipe progress, hence the coloured indicators. It was designed with the patience meter in mind, and has no effect on the recipes.
- We spotted the quick-fill behaviour during development and decided to apply a penalty to tips for incomplete pours, but the feedback so far has shown that this was unclear to most people. It's on our list of future improvements.
- Speaking of the list: Mechanical complexity and multitasking were the first two entrants. You'll have to chalk this one up to relative inexperience.
- I'm afraid you're the first I've heard of the night phase breaking like that. I don't expect you'll re-play the game, but if you do encounter that error again, a screencap of the game and the browser console log would be invaluable in hunting it down
Thanks again for giving our game a shot!
The gameplay loop is tight and fast-paced enough that you can almost forget about the fact you're bringing people a hot cup of spaghetti. Nicely done!
I agree with the comments saying there's a bit too much running to do. A few improvements come to mind though:
- having intermittent breaks between customer waves to prep more drinks for the counter
- making the counter/shop smaller and faster to navigate
- Allowing the player to take orders from the front side of the register
- customer hitboxes being a little more generous
I did encounter an issue that isn't on your list, as well: If you have a coffee in your hands and you're *just the right distance* from the counter, pressing space will delete the coffee from your hands without actually setting it down.
This is the most metroidvania platform hollow celeste runner i have ever seen.
The mechanic where super goomba stomp turbo into McWavedash accelerates you to the capture point is very indie.
I wish you could Celeste a shovel knight when you bunny hop though, it would be nice to korean backdash while I ABH.
There's a number of good options to improve the bats, I think. Atm they hover at whatever position they approached from, which means they're never at the same angle twice. You could have them prefer remaining at one of the 8-way directions to the player perhaps, or exchange their projectile for a wide horizontal swoop attack so players have a chance to hit them as they approach. Future potion upgrades could also explode in midair to flak-cannon more agile flying enemies, perhaps.
As for the aiming/binds - Treating it like a twin-stick shooter (Binding of isaac and metal slug also come to mind) is probably best.
- Movement stays on WASD with other utility keys being proximal to the left hand (Q, E, Tab, R, F.) I'd personally put heal on Q, but that's subjective.
- The player aims toward the cursor's global position, allowing players to move and aim independently
- throwing a potion is on Mouse 1, and you can maybe have mouse2 for potion swapping?
With SFX, you could probably just have a single fire sound playing if any of the braziers are on, and it'd get the same effect. No one's gonna call you out for having the wrong number unless you're using geospatial audio.
For me, the big sounds I wished for were things like:
- Sound of putting out a torch
- Sound for when a puzzle is completed/a door is opened
- Sound for when you're standing in the light
- And maybe a sound for charging/executing a dash
Just out on a typical walk, firebombing the woods.
+ Crazy good execution. I doubt i can say much other comments haven't
+ Exploring feels great, potions are interesting
+ UI and controls behave exactly how you'd expect from an actual studio title, but this was made by 3(?) people
- For a combat system focused on projectiles, there are so many bats to kill.
- The keybinds on keyboard are kind of a mystery. Why K and I to attack and heal?
- Potions can be thrown at many angles, but choosing those angles with WASD is real difficult. Would've loved to use my mouse instead.
Major earthbound vibes, and I've never even played earthbound.
+ It's like pokemon, but you're putting all of them through a juicer first
+ Lots of interesting abilities to play with
+ There's a surprising amount of world here to explore
- Interacting with a book at the same time an enemy contacts you puts you in a glitched sleepwalking state where enemies don't aggro on you, and any level transition will blackscreen your game.
- The very cool combat system requires a very uncool amount of clicking
- Yes, I absolutely have something I want to do other than look at the obelisk. You're not my real dad
This is very cute! You've built a lovely little setting here.
+ Adorable characters. I'm particularly fond of the sad ghost bois
+ Gameplay loop is easy to get into, and the only stress comes from how fast the ghost bois return with new problems to solve
+ Tending a garden inside a giant bong sounds like a great time
- Gameplay's not too deep, but what's here is executed well
- I wish ESC brought me out of the crafting menu, so that it was consistent with the others
- Interacted with _-*𝒞𝒪𝒰𝒞𝐻*-_
So fun to play. Once you get used to juggling items around, you feel like a god.
+ Feels good, man
+ Potions do cool things, and there's a high skill ceiling to play with
+ Difficulty curve is nice and smooth
- Attack hitbox is pretty bad. I lost mostly because I'd be swinging at the same hand several times before actually hitting it.
- Itd be nice to have the potion name onscreen for a bit after I've consumed it; I was rushing too much to read for long.
- Ingredient spawn rate feels a bit inconsistent
Super satisfying game. Very well done!
+ Shadow gun is a cool mechanic that forces you to think about positioning a lot
+ Cranking out shots at max speed feels great
+ The upgrade system's pretty inventive
- It was tough to know how much the upgrades were achieving.
- What good is small bullets? Caveman brain want big bullet. More better.
- Getting caught by zombies that spawned inside the walls is unfortunate