Winning the lottery and telling people about it is a great way to get yourself killed in an "accident" :O
Love the vibes, I always found myself choosing something in the middle of short replies and over-sharing. Except for the first one. He had to know about the marshmallow incident
TorbsT
Creator of
Recent community posts
Glad I managed to make it annoying! I never actually considered swapping the controls, but now that you mention it, that might have been better as you would be able to spam agree/squash/button(if you're insane) faster! At the same time, there are a lot of tasks after a while, so you need to switch faster. I have not tested swapped controls so can't say for sure which would be a better experience 😅
This reminds me of the bartering system in No Man's Sky, but you did it way better! I immediately realized I need to do some quick maths in my head to see if the trade is worth it, the time pressure fits this perfectly. I also realized after a while that even if the trade is worth it, it's dangerous to end up with too much of one currency since I may not be able to trade it back in time. Well done!
I'm super impressed at how you were able to create a game about accuracy where the player is limited to one button! Really creative! Also love the retro artwork and sound design!
You've heard this one before, but the way of showing amount of enemies killed was a little bit confusing. I even thought I had come to a different level where I had to kill all these new enemies that were displayed!
I got 49! I really like the visuals and audio, they fit together perfectly. The risk-reward consideration of choosing between rerolling enemies or yourself also prevents stale gameplay. The game also runs nicely on my potato laptop.
It might be intentional in your game design, but the fact that you can die from a killed enemy was a little annoying when I first learned it. I would either disable their hitbox completely on death, or increase max HP on the player (maybe with some regeneration/max HP upgrades too?) so that the player can learn this without losing a good run.
This might just be me, but I also didn't feel the choice between rerolling yourself or rerolling your enemies mattered that much. No matter what you do, it might be positive or negative. Maybe you can change it so that the effects are displayed on text before the choice is made, and both sides have one random debuff and one random buff? E.g. left: "+20% player speed, -20% rate of fire" and right side: "-20% slower enemies, +1 HP on enemies". This way the player can prioritize based on their situation and favourite playstyle, and even stack similar upgrades. You could argue that the game loses a bit of the "roll of the dice" theme if the player knows the random outcomes though, so this might be a ridiculous suggestion.
Out of pure curiosity: What exactly is causing the 70/71 bug you mentioned?
Yeah, thoroughly explaining the game mechanics and/or simplifying them will definitely be a priority in the future. Interestingly enough the game gets harder the more points you get, and upgrades start spawning, so that highlights just how important it is to explain the mechanics. Thanks for the feedback!