The pinball movement was a happy accident \(^o^)/ I think when Fuumiko's collider touches another object, there is a small amount of rotation applied due to drag and at high speed that makes everything go wild.
synthoid
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All very good points, and admittedly all things I wanted to do but didn't get around to! The original idea was to have the player start small, picking up relatively tiny objects, then growing and picking up larger objects as they accumulate mass. The camera would zoom out and the player's collider would grow as the tornado grew in scale to reflect the change in size/power. Fuumiko's features would have also changed as you gain strength, including a rampaging face and higher tornado segment count/rotation speeds.
I should have focused on those gameplay mechanics early on but I hopped over to art and shader work a little too early ('-_-). Some of those features are still technically in the game's assets in the form of unused code and texture work.
Thanks for playing! The speed was originally going to be paired with an increase in scale (since you'd need to move at larger speeds to feel the same momentum on larger orders of size) but once I cut the scale increase due to time the speed definitely got a little... out of hand. I decided to keep it in though since it added a nice bit of variation to the end gameplay after picking up so many objects.
Great execution on farming while under duress! Takes a second to grasp how the systems work exactly (I didn't realize I was picking corn and immediately planting new corn with a kernel resource instead of just by walking over the same empty area). Maybe some SFX when doing specific interactions would help clarify some of that? At the very least a hammer sound when repairing buildings and some rustling when picking/planting would help make those particular interactions pop a little more.
I think Gawain is on the right track when suggesting that the shop interface be a little streamlined. A quick and dirty way to do that would be to just have a "sell all" button for each item. That way players can dump resources like eggs and milk while only selling so much corn (or dumping it all when they have 2 seconds left).
Anyway, super fun to run around and manage everything. The weather effects in particular are great and add a lot of spice to the game's replayability!
I had a similar issue using WASD. After the first delivery I was blown left to right pretty strongly and eventually ran aground. Was I supposed to use the on screen input prompts to cast spells? I tried to follow them but never seemed to get anything to cast. Anyway, like the concept of delivering magic pizzas via boat, but I think some in-game instruction on what to do may have been beneficial!
Seconding the dice rolling system. It was a nice bit of audio and cute visuals with the dice sprites! Overall a fun IF game. I do recommend adding some padding to your content areas, especially left-right padding for text so it's not brushing right up against window edges. That should make it a little easier to read and avoid causing eye strain over time.
I like the idea of billiards mixed with bowling. It makes for a fun challenge, and the visual flourishes of the balls when they rest is a nice touch. I'm not entirely sure what the actual effects of each ball type is, so a little more obvious feedback there (like the gust ball) would be helpful I think. Overall, a fun little game!
Side note, the jam edition seems to work fine, but the v01 version flings the camera off screen when shooting a ball.
Ha, I have been rereading One Piece recently and the Donquixote pirates' flag is very similar to the AI but I didn't intentionally pull from it: https://onepiece.fandom.com/wiki/Donquixote_Pirates
It's just a basic style for faces I've used in the past.