this one has been posted on a lot of other jam pages... pretty sure it's spam
amongfiish
Creator of
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The tagline says it all-- things really aren't optimal at the bottling plant. This game is an absolute blast, and one of the smoothest games I've played so far. There's some good humour in the juxtaposed serene music and landscape outside the bottling plant against the intense, fast-paced action that comes with fixing the pressure tube system, as well as satisfaction in the player feedback that comes from sound effects, smooth animations, and clicky truck filling physics.
In summary: if anyone reading this works in the HR department of a bottling plant with a pressure tube system that needs fixing, please hire me.
I was aiming for puzzle/rhythm, but a number of the pieces of feedback I've been getting state it's difficult to see the rhythm element due to the music lacking extremely noticeable beats. If I pick this project up again in the future I'll be sure to make this more apparent. The scoring's the other thing that needs fixing... It's unfair and unfun as it is now.
Thanks for the feedback,
PB
Loved it! I did my full playthrough/review in video form, which I'll embed below. There are a couple of things I didn't cover in it though that I'd like to briefly touch on here.
First off, any game with puns in it gets an automatic 5-star enjoyment rating from me. I didn't really read the enemy names until I was reviewing my video review, and viole[n]t especially cracked me up.
I also noticed a couple of potential mistakes while reviewing. First off, when spinning tetrominoes, they seem to drift to the left a lot, unlike in actual Tetris in which pieces generally stay in the same spot throughout their fall unless intentionally moved by the player. The other thing I noticed is that health is not sustained between battles. After the battle against the nighthare all HP that was lost during the battle is regained before you face off against the viole[n]t. These may be intentional, but they seemed anomalous to me, so I figured I'd jot them down and mention them here.
Overall, amazing experience. One of the most polished and feedback-intense games I've seen so far and both those things are great traits to have. Keep up the good work!
Unsure... I was hoping you could tell me. It seems almost like it wasn't uploaded to the site, but I don't know if that's the case since I can't view the behind-the-scenes elements of this page.
There's no link to download or an html canvas element visible anywhere on the website, and the itch.io app doesn't show anything either. Does it show for you? It could be a problem on my end, but I feel like that's not the case since it doesn't show up anywhere I look for it.
Just finished the video and oh. my. goodness. Thank you so much! When you were talking about doing videos for each game I thought maybe you'd do a 5 minute summary of each and you absolutely demolished those expectations. The feedback is detailed and understandable and most importantly, useful.
I don't have any plans to do an overhaul of the game mechanics (t-spins, etc) anytime soon, but I'm definitely going to implement some of the visual and score-based modifications you recommended like adding a grid, a next-piece-preview, and a combo counter.
It's obvious you put a lot of time and effort into this video review. Keep up the good work!