Thank you! For me, this was a really difficult theme to brainstorm on.
Michelle, the Good Monster
Creator of
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I agree. It's very simple, and could use some curveballs. Right now it's just a fun concept / foundation, but it needs more mechanics to keep things interesting.
If I'd had more time, I would've liked to add police who use your knocks, but with certain parts offset a little. An imposter knock. Giving them a product will ding you. Maybe even some resource management elements. All theoretical. I didn't get around to prototyping any of that.
Thanks for playing!
I totally agree on the criticism. I spent the entire 2nd -to-last and last day rebuilding/refactoring the game due to early mistakes. There was a lot more I wanted to do....
Buddy showing up one last time and giving you a gold start would be easy to plug in though, so maybe I'll do an update for you spy prodigies.
Thanks for playing!
This game is delightful. I was very surprised at first by how swift the dandelion moves, but I think it's great. Really forces you to just go for it.
Particle effects are put to great use, and some how it's still satisfying, even when I'm losing, to see dandelion get whittled down. Also, the quack sounds are delightful.
I managed to guild 105 quacks.
Hey! The aesthetics of the game are top notch. Looks very pretty, and the style is consistent.
I see the theme was out of control; perhaps that influenced the control scheme? I found it a little frustrating trying to use 'space' inside the ship, but being able to use WASD out side the ship.
That said, I think there's potential. I wonder if it would make more sense for the 'out of control' coming from the ship spinning/moving erratically, and causing the player to bump into stuff. Or 'pipes' bursting and creating obstacles so the player has to take a less than optimal path. I dunno!
Still, I'm impressed with the amount of polish. 48 hours? That's nuts!
Strange! It's still working for me. Did you move the index, middle, ring and pinky finger onto the palm?
The game detects poses by whether the fingers are in the air or on the palm. The hand starts in a 'neutral position', where the fingers are considered neither fully extended ("in the air") nor on the palm. All five fingers must be moved to form the thumbs up.
This is a fun game! It was very satisfying to see the trail of toilet paper as I rolled around, and the blur on the roll as it's moving is a nice detail.
One thing I wish is that it was easier to see the customers. I don't know if it's a matter of making them brighter in color so they stick out, making them red dots on the mini-map, or pulling the camera out so I can see more of my surroundings. Not sure! Just felt sometimes like they came a little out of nowhere.
All around, I thought it was fun, and the controls felt very good and responsive.
Made it to the end! I think the you guys nailed the atmosphere. It was certainly very creepy. I also think I see what you were trying to do with the way people reacted to the protag. You certainly had a theme in mind.
It's rough, but I can see how you could continue to work on this, or develop something new with this as a foundation, and refine the dialog mechanics, as well as add more environmental storytelling.