You're actually spot on! Dunkey's Gamedev Tycoon vid was a big factor in our game choice. Glad you had fun :D
ShaiGames
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I'm working on a WebGL Unity build with touch support for Puff Up Mobile. I selected the mobile friendly orientation setting to be set to landscape but it seems like on iOS devices it doesn't work... I found this Post mentioning the same problem, but sadly it doesn't have any replies or updates on fixes.
Another weird issue I ran into is that the font I used in this game doesn't display on iOS.
Both these issues aren't happening on Windows or on Android devices, just iOS afaik...
This could either be an iOS issue, an itch issue, or something I'm missing. If anyone encountered something similar and found a solution lmk!
Thank you so muh for the kind words! Glad you spotted the jetpack joyride influence!
The expanded fish is slower veritcally specifically, not horizontally so you get more time to avoid obstacles, it's a minor tweak(80%). I might adjust it to 70-75% to make it feel more impactful. I wanted the slower speed and reduced damage to balance the larger hitbox, which is a big handicap in a game focused on avoiding obstacles.
All your suggestions are spot on, and seeing how amazing your game is, I'm not surprised. But let me geek out for a second...
After seeing your replies to comments on your game, I have to say: you're either extremely humble, lacking in self confidence, or unaware of how good your game really is...
At first I wasn't impressed by it, but as I saw more mechanics, and more, AND MORE, and how they overlap with eachother I was blown away. When I figured out what the flag does and how it speeds up gameplay I nearly fell out of my chair by how genius that design choice is. This might sound exaggerated as a way to "repay" your kind words, but I genuinely mean it, your game is EXTREMELY good!
I completely missed how this game was designed to fit the theme at first playthrough although you have the intro just because the objects move really slowly. On second playthrough I finally noticed it and how it enabled you to reach places you wouldn't otherwise, got to experience the different upgrades. My thoughts about the game changed drastically, I genuinely think it's a great game - art style, design, music... Idk what about it really managed to capture how I imagine space to be which was really fun!
Thanks for the compliments! The game has been featured on their website for quite a while now which is really awesome.
This version has way more content—characters, enemies, bosses, abilities, stats, quests, items, crafting, difficulties, and more... You get to create your own build and defeat harder difficulties to earn more loot.
Hope you enjoy it!
Really happy to hear this is one of your favorites, that's a huge compliment!
About that buff, I'm not sure about making that buff stackable since it could get out of hand. EDIT: all buffs now stack.
For the cleansing issue, if you quit right after using the material the game may not save the stats. It could also have removed a different stat since it’s random or returned the material to your inventory if it had no effect. If none of these apply sadly I'm unsure, but I suggest trying again and if it repeats let me know and I'll look into it.
I appreciate all the feedback and that you enjoy the game a lot!
Hi! I saw you left a rating on the game along with this feedback, thanks for that!
- Yes uzi is supposed to only shoot backwards.
- Cleansing is the second rarest material in the game and designed to be very strong. Min-maxing with it is intended, game should still remain challenging on harder difficulties even if u do so.
- I saw you mentioned a revive bug in your rating. It was likely caused by being able to take damage and die during the revive process, oops... Hopefully I fixed it now.
Thanks again for the feedback and enjoy playing!
Pretty much the whole second day of development went towards trying to figure out how much rent should be and we kept playing with it, we decided to go for 420 cause we felt like it'd be a good bar for players who try the game for the first time and its just a good round number you know...
Thanks for the feedback and kind words!
Great game, very creative mechanics and the balancing seemed pretty well too! Once I caught onto being able to wrap around the screen if you stay inside the stream it opened up a lot of opportunity for different plays and calculations which was a lot of fun.
Can see adding more rogue like elements to it making the game even better, but even in it's current state I had a lot of fun due to it's unique mechanics.
Great job!
Very original idea and pretty impressive that it was made by you as a solo dev in 4-5 days as it seems to be pretty complex.
The fishing felt nice, and cooking too but I wasn't sure how to switch between items in my inventory while cooking.
*Edit: Figured it out, with mouse wheel. Pretty cool! Wish there was a score to track my performance and a losing condition if I miss too many customers or something.*
I think the game has a lot of potential with the combination if you manage to balance the pressure of visitors against fishing and cooking times.
Great job, hope you continue working on it cause it feels like a good idea to run with!
Glad you liked the art! Kayla put a lot of work into it, and it turned out awesome.
About the gameplay, sad you didn't like it. But the thing about enemy speeds probably isn't the reason since they vary pretty notably. For example the crow is ~3x faster than the bear.
If we continue working on the game we might add new behaviors to enemies and spells which could add variety.
About the theme, we took a risk by not going full on water, we thought it'd be creative and refreshing from other games. Still, we referenced water as aqua too, like Grandmama mentioning the aqua spell(water spell '3') as the strongest spell witches use. I personally think the announcement video having water in it shouldn't limit the interpretations of the theme, it's just there to announce it.
Might be the most original game I've played this jam so far, VERY cool!
I think level 3 might be a little too hard, but I eventually managed to beat it.
There's a ?bug? where the fish will sometimes get on top of your boat and then it automatically sinks which is a little annoying but other than that very impressive game!
Amazing job!
Thanks a lot! Happy to hear you enjoyed it, I hope you managed to beat it eventually and see the end scene-credits - I'm quite happy with how it turned out.
Quick shoutout to Kayla which did both the art and the story which were your favorite parts it sounds, she's a beast and truly put her heart in the game.
The nitpicking is on point, the hp bars could use a small size increase and for the roads there should probably be some type of visual effect on the character except the animation speeding up when it happens imo(like wind blowing around her or afterimages).
Thanks for the review!
Hey there, thanks for playing, glad to hear you had fun.
I mixed low res sprites with higher res ones due to lack of artwork(I'm not an artist myself). That being said the game is heavily inspired by Vampire Survivors which does the same thing and imo it contributes to its retro feel so I don't think ill be changing that, thanks for the suggestion tho!
Hey glad you had fun!
I appreciate the recommendation on the pixel perfect camera/canvas, it does solve the issue with the lines but it also makes the movement appear a lot less smooth so u kinda lose the "breathing" effect and it just looks like laggy movement. Thanks for the recommendation anyway tho!
Hey, thanks for jumping over and the feedback! The difficulty does seem to be very subjective with different opinions about it, still not sure where to take it.
I(hopefully?) fixed the black line between tiles issue.
Thanks for the help with the lost progression, I'll leave the thread where you helped me out Here.
Cool game, I liked the idea of having an objective to protect on top of the existing idea in Vampire Survivors.
The art looks amazing,I don't know why you feel like it needs to be changed it's very appealing. The main thing imo is the balancing, it got a bit stale at the end, but I really like the idea.
I've made my own roguelike inspired by Vampire Survivors and it's playable on web. If you feel like it I'd love to hear your feedback on it at Plague Survival .
What an awesome game, really reminds me of 20 minutes till dawn and I love it!
I also made a game in this genre of roguelites, it's a web playable version and if you feel like it I'd love to hear your feedback on it at Plague Survival !
Hello everyone, I am currently facing an issue with my game, Plague Survival, where the progression data gets lost when I update it.
I store the progression using JSON, which is a commonly used method. However, when I update the game by deleting the current game file in the Edit game screen and upload the new updated build, all game progression is lost and the game reverts to its default start state.
In my past experience with other websites that utilize WebGL, the game progression with the same JSON system used here would remain intact even after updating the build or even deleting the game page entirely and creating a new one, as long as I didn't modify the way the JSON file is being read or it's data. However, on itch the behavior seems to be different.
I'd appreciate any insights on why this occurs and how I can update my game without causing the players to lose all their progress.
Thanks in advance for your help!
Hey! Absoloutely addicted to your game, Brotato is the best game you can play in this genre of games imo(which we know how many of there are).
The game was a huge inspiration for my game "Plague Survival" which you can check at https://shaigames.itch.io/plague-survival
It's a web playable version, would love to hear your feedback!