Hey, thanks so much for playing the game and for your feedback! Much appreciated! We are working hard on squashing bugs and getting the next build ready.
Is there any particular kind of furniture you’re missing or color you want to see more of?
Thanks for your feedback and your screenshot! I'm impressed you got the arcade machine, well done!
We figured that far away contracts should cost a bit because you'd have to pay for plane tickets, accommodation and sniper gear, but hadn't really figured out how to prevent the player from running out of money completely. Some contracts in short distance having no cost would probably fix that.
I'm actually working on another polish version with moving characters, but for that to work I also need to make a mission timer expire and return without profit, which I haven't found time for yet. I'm sure I'll get an update out in a few weeks!
We had too much fun making this, so we kept updating the build.
Added sound effects, tweens, fading music out, screen fades, animated the characters with idle and death and added an exit menu for The Giant! Now its time for some serious playtesting to really finetune that balance.
Please post screenshots of your favorite creation and let us know what you think of the suspicion mechanic!
Haha we were arguing over the title (I wanted IKILLYA) and Sugar won, so credit goes to him 😅
We only got the systems in and didn't get the chance to properly balance (the Mac build is slightly better balanced) so in the jam version its likely you don't get to the suspicion alert level. We'll make sure to put an updated build up with a better experience in a few days. It basically just erases all your furniture at the moment because you're forced to move - later on we were thinking you could choose between different size and style floorplans as you move.
The placement being finnicky was deliberate, but I agree, projecting the placement location on the floor would improve the experience a lot.
I love your suggestions for improving the sniper mini game, super keen to try putting those in!
Thanks so much for playing and your kind words! ❤️
Thank you so much! I wrote a little blog post on my website about it, but it doesn't have all the technical detail, but the gist is: I just made a DIV follow the cursor with Javascript and then hid the cursor. I can look up the code if you want.
Do you want to make Twine games like this too
well, you could take a screenshot, print it, and
<a href="<a href=" https:="" gifer.com"="">via" class="redactor-linkify-object">https://gifer.com">via</a> GIFER
Hey there, thanks for your feedback!
This year I'm making 12 games in 12 months, so they are all rather abandoned prototypes. Not sure I'll work on any of them again, since I'm already on to the next and the one after that 😅 And the typo is on purpose 😁
Feel free to check out the entire 12in12 collection.
We actually didn't want people to know what they are supposed to do. The letter is shown too short on purpose. The idea of the game is to figure out what to feed and not to feed the monster. If we told the player exactly what to do, there would be nothing left to figure out. There isn't much to do as it is...
Thanks for playing and for your kind feedback! 🤩
I really enjoyed this game. The color scheme is fantastic, the music was super fitting, and Death has never been hotter, smoother or naughtier. A platforming game that is really all about flirting is my kind of game. I couldn't have finished without Cukia taking over at some point because it got a little too tough for someone as impatient as me, but it was really well designed and paced for what it was trying to do. And I'm very glad you let me choose to be my own hero in the end, although I was very tempted to find out what kind of "experiments" Death had in stock for me ;)
I would definitely buy this game.
The letter is only shown for that short amount of time and then broken on purpose because we just want to give an idea that there are things you should and shouldn't feed it, and the point of the game is to try and find out which ones will keep him calm. That's it. We spent most of our time struggling to get it performant and obviously didn't succeed. The game design was quite neglected because of that, but its more supposed to be a playground where everything breaks. I think I wanted an ending where at some point time runs out and the owner comes back and then reacts depending on how destroyed the apartment is, and what mood the monster is in, but since you can't really place furniture properly back where it belongs, that would be too much too ask.
If people just throw stuff around and have fun, that's the most I'm expecting out of this prototype. And hopefully think its cute :P
Great job, I really enjoyed this experience, your writing is very good. Great use of sound! I would recommend styling this baby up with CSS and using the typewriter effect, screenshake and the timed macro to make for more dramatic effects. Also when you reach an ending, consider putting a link back to the menu/start so I don't have to restart the page to play again. Also don't forget to give credit to the origin of audio files.
Wow wow wow wow wow. Such polish, so much juice, all them feelings. Well fucking done!
I would describe this as Thomas Was Alone meets Super Meat Boy. The visuals nd particle effects and narrative and sound effects and music and level design all come together so beautifully. The one thing I must criticize as game design teacher, is the controls. For most purposes arrow keys and spacebar worked fine but you cannot complete the last section without an extra hand for the mouse. The only way I could complete was to switch to WASD and mouse for jump and have my boyfriend play :D
I would personally change it so that JUMP is on W and ARROW UP to not have to stretch my hand and brain that much while PANICKING because of all that exciting ATMOSPHERE! As you can see, I still have not recovered. This gonna win something.
YAY! I'm a sucker for farming games!
The pixel font was a little hard to read when there's lots of text like in the controls and gameplay section. I would make sure to disable the game UI when in menu to avoid accidentally planting stuff. Of course I forgot the controls immediately when the game started and couldn't pull them up again. Couldn't figure out how to pick up the boards of wood. Must have been some kind of bug, worked fine after restarting. But then I couldn't get the watering can to work, and gave up. Took me a while to realize that I just kept picking up bottles and then trashing them. Hopefully I won't need those later :D Personally, I would just have the character run always. Walking speed is too slow and having to keep 2 buttons pressed at all times is tedious.