Happy to be of service!
Weasel On a Stick
Creator of
Recent community posts
Yeah I submitted the game pretty close to deadline and didn't have the time to implement less critical issues (click detection, game over state etc.). I'm happy to say I spent past couple of days fixing and improving the game. I originally planned to use 5-10 different Kenney's art packs with 2-3 levels each but obviously had to downsize haha.
Thanks a lot for the feedback! Glad you liked the game!
Ended up playing it for like 40 minutes (4-5 in-game days) Pretty robust immersive sim controller, although I wish there was a more organic tutorial, explaining the "🐭 Meter". Interesting choice to make the player physically walk every customer into their rooms and... rats being able to steal entire beds 😄 All in all pretty fun. General polish would definitely improve the game, like ambience, fonts, less claustrophobic (idk if it's just me haha), tweaked item placement (currently the reticle disappears when cursor isn't looking directly on the ground, I prefer it would just max out)
I might've kept playing the game if it had a save system and some tangible end goal set from the beginning
That was super cute and novel, but I want to point out weak points so the final game will be the best. (spoiler warning?)
Currently it's extremely tedious to clean up a lot of corrupted blocks. I would suggest giving the player a minigun if the player gathered more than 20-30 bullets, or if they cleared N number of lines. Or something just as ridiculous
Some technical stuff like proper game over, pause, (VOLUME SETTINGS) etc. Making gun mode less overpowered (like currently you can enter/exit for free and chip away any tetris piece into a straight piece for example)
And just generally flesh out the game more. Make more use of Flapper. Make corrupted blocks bigger, more menacing, a challenge. Same with the boss, maybe make his sprite/model get procedurally generated based on current board arrangement?
This game is actually really close to being perfect, but:
- UI absolutely breaks when things get crazy. My game actually crashed
- Hovering over every coin becomes unmanageable with a lot of plants. Add a hopper plant or permanent coin-pickup ability
- Coins/Seeds/XP mechanics should be explained in the beginning.
- Boss Slayer plant should be locked behind a certain level and maybe require a mix of coins AND seeds? Being able to "unlock" a new plant would feel very exciting and rewarding