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A member registered Sep 23, 2017 · View creator page →

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I've watched your entire video and left you comments separately there!

Right mouse button now orbits the camera freely in v0.8, so it cannot be used to cancel unfortunately, but ESC does all cancellations.

A tutorial now locks all tabs in v0.9, preventing stuck in tutorial.

Build button fixed.

Middle mouse click isn't used in the game, though will see if there's a way to disable it on Unity WebGL.

Yes, I love frostpunk! Haha. Maybe this is frostpunk but with tower defense and bombs.

I like your suggestion of reducing buildings available at the start, I think the v0.9 update will solve this.

I will continue to provide updates every few days. Thank you so much once again!

Also I was a little crazy and pulled the trigger to put the game on Steam: https://store.steampowered.com/app/3558060/Last_Fuse/

thanks~

haha I don't - I guess I meant that it's good to see familiar people xD

Understood about the time.

As for earlier feedback, I'm happy to playtest if you have future games so I can give them earlier! 

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Hey there! I really liked the animations and visuals of this game! Good job to you and team!

I want to help people as much as possible, so I tend to leave detailed feedback. Please don't take my comments as criticisms or not liking it. Feel free to ignore any feedback that doesn't match your vision! Here's my thoughts in order as I played :)

  1. Love the frog animation, super cute with those big eyes.
  2. First few ripples could be more obvious, either through subtle glows or bigger ripple sizes, to direct players to click them. I spent too much time just chilling and distracted by the frogs (LOL), until I read the instructions and realise I'm supposed to click the ripples.
  3. First fish was way too hard to catch. It was a clownfish that took 5 minutes, I thought it was a boss fish.
  4. The fishing controls in that one could be a little more responsive - if I click, it sends the bar floating up too much, and takes time for it to fall down. This makes it a lot more difficult to control than other games I played with this mechanic - it's also too slow relative to the erratic-ness of the fish's movement. If the difficulty must be kept high, I would prefer a smaller 'area' for the bar, and tighter controls, so that it makes me feel like I have more control over winning, rather than somewhat relying on the RNG of the fish to not do those erractic movements, as the moment it does, my progress quickly drops by half.
  5. After that, the subsequent fishes were easier to catch, not sure why. It made me wish for a give up button on the first fish.
  6. In the "You caught a fish" popup, there is a 2D icon of a fish that programmatically rotates in the horizontal axis - because it's a 2D sprite, it looks like it squishes itself when it rotates. In the middle, it becomes like 1 pixel wide. I think it's better to use another animation, as by comparison, all the other animations were top-notch and this one stands out as looking a little 'glitchy'. Maybe put some sparkle animations instead if you want to draw attention to the catch.
  7. I don't really stay on a game once I've figured out its core loop, so once I caught a few fishes, I kinda wanted to move on. I think to keep me playing, some incentives for catching things would be nice - better rods that have more stability for example, and also act as long term goals.
  8. I see you want to take it further - I think there's lots of ideas to expand on beyond the jam like different rods, baits, fish rarities, maybe even taking the catch to cook and gain buffs or flex.

Overall, it's a nice relaxing experience that I enjoyed taking a break from gamedev to come here and try out games :)

  • I already said it before but I super love the frogs haha. I wish they did something like catching flies for me to use as bait or something. I would surely rear a whole family of these cute little frogs!! <3
  • Also I thought it was pretty cool that it is a game where literally nothing can go wrong, and I love the irony in it.
  • I wanted to also thank you for your previous feedback, I haven't replied fully to it and will do so once I get some time off! :)
  • Music choice was great
  • Art choice was great
  • Vibes were fantastic~
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Hey there! So glad to see you again this jam! :D

I love the simplicity of your game. I might be a little bit detail oriented so here's my breakdown on my thoughts in order as I played. The game is already playable without any bugs, so these are just minor things which may improve it, but you can disregard any feedback that doesn't match your intentions:

  1. - Game should show controls at the first screen (eg mouse to shoot, A/D to move)
  2. - Personally felt controls should have been W/S instead of A/D. It's more intuitive and easier to control. I'm guessing it was made this way because there is an upside down scene which would make W/S too confusing to adapt to in reverse, in which case maybe it is fine.
  3. - I think the game could've been a lot faster: 15 seconds to each problem, instead of 30 seconds. Especially given that it's quite difficult, restarting all over makes the gameplay feel slow, but ideally you want the gameplay loop to be ultra tight in a jam.
  4. - Spacing and proportions could be better adjusted: I think the planes were too big and movement felt limited - it's almost like there were 3 lanes, and sometimes you couldn't really avoid them.
  5. - To make the game more engaging, I think you could decrease the size of everything, so make it more 'zoomed out'. It also makes the game feel more dynamic, like I'm flying a plane rather than choosing middle, top, or bottom to park my plane at. This also lets you have more things to play with like enemy speed, enemy size, as all the enemies right now have roughly the same hitbox and speeds.
  6. - With the above change, it would also allow you to design the game for more things to spawn as time goes by. This would introduce not only a difficulty curve, but having more things on screen = more tense and action-packed. Although I understand it's not possible here as there is limited space and possibly time.
  7. - Score didn't really feel like an incentive to shoot for, as the coins don't do much, I was just more interested in surviving further as I was mainly curious what 'problems' the game would throw at me.
  8. - I think what could be done is make score give you extra lives. This solves 2 problems: Makes score useful AND makes it so you don't restart after just one careless mistake - making the game more forgiving.

However what I did like, were the timer and problems. I kept looking forward to the timer counting down to the next problem, which is tense and riveting.

The tagline is also very hooky and catchy: 'Every 30 seconds something wrong goes with the plane.' The game is sold in one brilliantly crafted sentence.

Glad you took part in this jam too and it's always good to see familiar faces! :D

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Heya GD noob! So good to see you again too! I don't know what to call you now hahaha. On that note, I want to credit you on the Stormbridge credits page and want to ask how you'd like to be addressed there!

Okay back to your comments xD. Cool to hear that you found this a step up in terms of fun and that you liked this one even more! (Yay, I am improving? haha) I will be making the game harder as it seems to be too easy after I added tutorials.

Is the sound referring to the background music, or sound effects? And was it off as in it was a bug (e.g. sound not playing) or in terms of sound design (audio does not fit) ?

Lastly, I just pulled the trigger to also put this game on Steam lol: https://store.steampowered.com/app/3558060/Last_Fuse/

Also if it's not too much trouble and if you remember any of the bugs, please let me know so I can fix them! :)

I will be updating the game once the jam period is over!

Edit: Just played and I will be commenting on your game shortly!

Hey there, yup! The trust aliens cinematic was an oversight. It was such a simple fix as all I needed to do was disable the bomb flying up but there was so much to do that I forgot about it :(

Hey there!!! Thanks so much for playing my game and wow a 1 hour video! This is a nice surprise and I already know I'm going to have a lot of fun going through it. I will respond properly once I've properly reviewed all the feedback and the video - and I see you've even shared timecodes which is awesome!

So sorry I'm a little swamped right now so I don't have a timely reply, but rest assured I will watch it in full and reply once I do later this week, and will also try out your game!

understandable, it's a super minor point and cool that you were even thinking of points and secrets.

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This was actually really intruiging!

I liked that each animal has different abilities and controls - and I liked that they progressively got more challenging. The difficulty curve was pretty good - there was a spike in difficulty for the fish which I think could've been made a little less annoying by allowing us to control the direction to jump, but just when I was about to get bored, the next animal loaded - so the game keeps things fresh at just the right moment without dragging on - a short but tightly designed experience that is of just the right length.

The ending pushed this game up a notch though, I must say that was completely unexpected and very funny. The dialogues that appeared on the screen also sets up the comedic tone and breaks any potential monotonous gameplay by showing you the character's thoughts.

Some improvements I can think of is perhaps the visual elements weren't clear what they were. The pink bars on the first level were supposed to be wallpaper because you're in a house, but I thought it was some part of level design like pink zone = slower speed or something. You eventually learn to ignore it though. Certain household props like the cabinet in the kitchen looked more like they were part of the level too, but they're not. But the table just below it is actually part of the level (collidable). I think there is a lack of distinction between foreground and background. I think having parallax background may help, but I'm not sure. What may also help is reducing colour contrast or using similar colours for the background. That bright pink background makes it stand out a lot more than I think it should.

I appreciated subtle touches like not having me repeat going back through the obstacles after becoming a fly. The fly vibrating, every animal having that distinct yellow hair. Controls were also very intuitive overall. The intro cutscene was also nicely animated and sets the context up perfectly. Also "bag with a substance I prefer not to mention" HAHA. 

Overall, this game put a smile on my face, and that's awesome :)

Understandable! And yep you should be proud! This game had a lot of heart and I think has one of the most memorable moments I've played due to the personality and heart the game had. And of course, the slugs and their expressions. Definitely 'S'nailed it. ;D

I've decided to  YOLO and do it - have just created the Steam storepage, just need to pull the trigger now.

Hey! Glad you were able to get a laugh out of it! 

And it's going to burn me for the next 2 weeks 🙃

YA I KNOW, THAT TYPO BURNS ME EVERY TIME I SEE IT!!!!!!

Hey there, I leave detailed feedback on every game I play to help people so please don't be daunted by the long list. It doesn't mean I didn't like the game! These are just my thoughts and you free to disregard any feedback you find irrelevant:

Thoughts written in order as I played:

  • I like the purple pastel-ish color palette in the menu.
  • I like the slugs crawling in the menu - subtly tells me what this game is about or who I'm working with.
  • Wow voice acting and even a backstory to who I'm playing! Neat!
  • That opening made the intro very engaging and caught my attention. Love the funny faces on the slug too!
  • Tutorial instructions screen: I repeatedly pressed the arrow keys thinking the game had started, I didn't realise that was just an instructions page and nothing was supposed to be pressed.
  • I think the first game should work with WASD too, in addition to arrow keys.
  • "Hello darkness my old friend" lol. Love the poor sad snail in the rain crying.
  • I think Restart could also be 'R'. '1' is a acceptable but when I forgot what the key was, intuitively I pressed 'R'. The instructions also don't re-flash when you lose so if you forgot what key it was, you have to press random keys on your keyboard.
  • Lose screen: The game uses keyboard mostly so when you come to the end screen and suddenly have to use the mouse to click the restart/back to menu buttons, it's a little inconvenient. It's just a minor detail to keep the flow of the game smooth by having consistent controls. (I did try using '1' to Retry but it simply restarted the ending scene.)
  • The snail character can cover the timer UI bar, which looks a little funny.
  • Very intuitive controls and gameplay.
  • I think the snail can move a bit faster. I know it's a snail but you spend a lot of time experimenting moves, and once you realise you make a wrong move, restarting from scratch, you have to go through the same actions up till that point again. This part of the game feels the slowest as you're repeating the same moves.
  • I like the promotion scenes and happy meme-y music.
  • cash register sound effect a bit too loud and high-pitched (the food delivery game)
  • typing minigame says controls is WASD. I think it should've been a keyboard sprite or something, since I thought was supposed to control the cup with WASD (it had the picture of the snail on it). Part of that was because the games had been movement-based up till this point. I got the game pretty quick though.
  • snail could move a bit faster in the 4th game, or allow me to move diagonally. This minigame felt the most tedious in terms of pacing of all the games, since it's less about puzzle, and more about just waiting for the snail to move - and being unable to move diagonally means to get around behind the other snail, I have to go UP, RIGHT, DOWN, LEFT > push, and with all the potted plant obstacles, you have to do that very slow maneuver multiple times.
  • Last stage is my favourite, very funny and unexpected. The ending was ironic, and a plot twist. Love the ending. it was fabulous and ended the game on a high and memorable note, which is really the best note you can end a game on.

I didn't have any issues throughout (no bugs at all) and I think the game was off the right length. It felt complete and had a satisfying ending. Great job being able to pull this off! And thanks for sharing this funny little game with me :)

I love your ideas!

Disabling defenses is soooo evil....AND I LOVE IT! *cackle

I will increase the difficulty all around and think of writing more events! May introduce a way to let players influence weather, which can work for or against you (eg lightning storms can strike enemies, but also your buildings).

I have opened your game and will be giving you feedback shortly! Big hugs to you too Victor~!

Oh wow thanks for sending the link, now I get to watch it again XDD, and also appreciate the timestamp, that's awesome of you~

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Hey nick, thanks so much for streaming the game! You may have already read my comment on your video but I still want to thank you so much for doing it! I learnt a lot taking notes while watching you play +1 like from me! :)

Also I think the video was cut short because I wanted to hear what you said at the end but it ended / transitioned a bit abruptly.

Also if you have any constructive feedback and criticism - feel free to share them too! It will not just help me a lot to learn and improve, but to also make the game better for other people!

I am more than happy to be of assistance and to help everyone as much as I possibly can! I wish you all the best with your team, the jam, and your games :)

I always write way more than I expect haha, so the summary is: What are you trying to validate?

"Is this game fun?" -> if trying to validate fun, and you find that it's fun even with a bunch of placeholder white squares, you know your concept is a banger! In fact, not having polished art makes this easier because you're judging it "objectively" without being distracted by visuals.

Ahh, I don't know if I can answer that for you as team dynamics can be challenging and it really differs from team to team, and I agree that each person has different priorities, and if there is a lack of "alignment" it can be conflicting to determine what MVP-0 actually is!

This is obviously only my personal opinion and there will be people who think differently from me:

If your game is a game that relies on visuals, such as a visual novel, an atmospheric game, or in rare cases, the art is the hook (very rare, I only count top 1% of games like Cuphead and Bodycam into this category - they sell because they've made something nobody has seen before, this doesn't apply to just any game that looks pretty), then it may be okay to have MVP-0 require visually appealing visuals. As you can see, this depends on your genre.

The other case I may consider is when your game relies on animations to convey the gameplay and genre. I can't think of examples, but maybe some animation-driven game would fall into this case.

However, if your primary hook is gameplay (in the case of genres like roguelites, city builder, and possibly majority of games), then what you really want to do is test if people even like your idea - the art is there to support and sell the game. Yes, the art can help attract new players, but whether the game has retention or makes the player feel value for their time spent, hinges on gameplay and possibly its unique selling point. If the MVP has great art but ultimately fails to convey its genre or hook, then its purpose is debatable. That's not to say leave art all the way at the end or to ignore it, art has a role, but but you have to ask yourself what is the purpose of making your MVP. Is it to make a pretty thing sell your concept? If so, then you might want to consider making a vertical slice, instead of an MVP.

In the context of games in the genres above, I think the MVP is to let players play it and gather feedback on if the concept is viable, which is the "V" in "MVP".

Note that what is considered the MVP depends on a lot of factors - concept, so what I said here may not be applicable - I don't know your context, so it can be a case by case basis.

Haha! *Insert mandatory "Don't try this at home" subtitle*

Haha whoops, sorry Riive's GPU!

Very cool! =D

And I have full respect for teachers! You remind me of my mobile games programming lecturer, who inspired me to make games. I did not go the mobile route, but I think I at least went somewhere HAHA.

Big respect to what you do and your teaching style, I think your students would appreciate it!

Thank you! Very few people commented on the writing so I appreciate that haha.

I am looking to improve so some feedback would help me if you can offer them - are you able to pinpoint what you would polish with regards to the UI?

I've also decided that I want to bring this game further, so this is more of a fun optional question: if you have ideas on what content you may want to see in the game, what would they be?

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Hey! Thanks for the kind words haha. Not sure if you were asking a serious question at the end, but I wrote a longer response to another developer below. Generally on the technical side, what I found useful was I enabled Unity's Fast Enter Play Mode feature and Hot Reload to allow me to have rapid iteration and instant compilation speeds, allowing me to very quickly make decisions, debug and test the game. I constantly iterate and base my execution on player feedback I receive from incremental versions.

I also have experience in rapid prototyping before, a skill which coincidentally is very applicable and useful in game jams, as you similarly have to create a high quality vertical slide in a short time (so skills like task prioritization are relevant and transferrable to jams). I also have what I think is somewhat extensive background in art (specialized in Digital Animation and I have created cinematics and trailers for companies before), as well as programming (was a Lead Developer at my previous company, before I set up my own game studio), and being able to speak in both art and code lingo allows me to "sync with myself" and envision exactly what is needed for the game, evaluate how much time or more accurately estimate the difficulty of each feature implementation.

Overall that high-level clarity as well as the strong vision I had of the idea I wanted to execute allowed me to prioritize very carefully what should be cut, as well as have greater intentionality over what exactly I wanted to have in this jam, and work accordingly.  That said, I'm not perfect and as always, execution can always be improved when you look back at your own product. I received some valuable feedback from people here and I will work to fix those once the jam rating period concludes!

Lastly, I kinda make games professionally so I think that helps. Participating in this jam was not my initial intention (I was very busy irl). But I think I enjoy having fun and coming down here to occasionally unleash creativity and exercise some creative juice!

Hey! Glad I was able to be an eye-opener!

I don't do devlog videos but generally I base my execution on rapid prototyping and fast iterations, and I was very fortunate to have playtesters during this jam. They helped catch areas where I found people got stuck at or confused by, and made me prioritize UX a lot more than I otherwise would have.

I will consider writing a longer devlog, but as a start, if one is using Unity, what has helped me a lot on the technical side of things is enabling Fast Enter Play Mode which allows one to instantly test gameplay, and using Hot Reload which is a plugin that allows for instant compilation during Play Mode. Combined, these keep my iteration speeds at its max, allowing me to focus on develop and iterate constantly and debug any issues on the spot. Being able to change values on the fly and see the results instantly accelerates my decision making skills a lot!

Once that is done, the bottleneck is less on the software, and more on how fast your brain can think and how fast your fingers can translate those ideas into code - mainly a lot of it is execution and maybe experience too.

When it comes to the jam, there is a lot of task prioritization involved - I focused on creating an MVP (Minimum Viable Product) where my key priority is to make the bare minimum of what works - for Last Fuse, this was the building system in v0.1 - which does not even include combat - this is so that I can at least deliver what I believe to be a working prototype of what I want to showcase and get a feel. The benefit is also being able to have a working prototype for people to play and get early feedback which is super crucial for UX

Additionally, although I had a lot of ideas at the beginning, I made sure to design them in a way that I could cut them if needed (5 endings down to 3, removing meta upgrades, so that in the event of a lack of time, I would still have a solid MVP). This meant I would regularly prepare versions that incrementally improve the game from the early playable prototype. At each stage, this allows playtesters to give me feedback well before time was up, and it is through that playtesting session that equipped me with information on what to prioritize in the remaining days.

Once I'm able to scale up, I work in the order of first getting the mechanic to work without bugs. In the context of the combat system, it's making sure the enemies shoot the right thing, increase heat correctly as the core mechanic, and being able to die properly. That's the minimum. Then comes balancing, which was a challenge in itself as I wanted the game to be challenging, but not too hard because not everybody here is familiar with the strategy genre. I didn't do the best job, but I tried to balance it according to a wider spectrum of audience to have the lowest barrier of entry. 

And finally after that comes polish - adding muzzle flashes, bullet VFX, explosions, randomizing spawn points and pushing the presentation, using Slerp() instead of LookRotation() for turrets, etc. However, that's not to say I leave polish to the last thing all the time - sometimes I add polish during development which accelerates it because from the start I wanted a quality end product. And once I get the game-feel down, it starts to paint a clearer picture of the over-arching vision and further enforces what needs to be worked on.

This is getting to become a wall of text and I wasn't expecting to write this much haha. This brief devlog, I wrote goes a bit into how I slowly scaled up from an MVP and the order of which I developed the various systems - in what I believed to be decreasing priority. Even the end product had things I needed to cut as I lacked the time to make it work, so I will be working on the game post-jam to further improve it and address the feedback  that I have gotten from the players who have left their thoughts here! :)

Hey there Victor! Wow your feedback is the most detailed one I've seen so far and I really really appreciate that! I'm so glad to hear you enjoy it - I would like to know more about how you would tweak the balance? Feel free to share as much or as little as you want! I am quite motivated to push this onto Steam so any ideas that would help refine the game to make that a possibility is welcome! :)

Hey there, I fully accept the critique! I will work on improving the tutorial post-jam - I am open to ideas of course, but for now my concept is to get rid of the middle 5 screenshots and do it step by step - e.g. I'll circle the bomb and say "Protect it from enemies" -> "Press 'Q' to generate energy, but it also heats the bomb" -> "Steel is your primary resource" step by step than all at once.  :)

Also YES the events! That was so much fun to code and write the dialogue for! I felt like this evil mastermind doing my best to make it as tempting as possible for people to pick the "Nothing can go wrong" option HAHA.

Hey there, yes I used TMP, what did you observe? If I can understand what the issue is I can try to look into it!

Hi there Axyre, first of all cool game! I try to leave detailed feedback on every game I play to help people, so I hope this doesn't come across as daunting - these are just my thoughts, so feel free to disregard feedback you think is irrelevant!

Thoughts in order as I played:

  • I love the UI and color scheme!
  • The game is a TD? Well I might be biased toward it now cuz I love TDs.
  • There's a bug with the help panel text overlapping at page 2 onward. It always happens at the start of each game, possibly related to startup lag. (Screenshot below)
  • HAHA LOVE THE META when submitting "Submitted after deadline, score 0.5" love the humor!
  • "SHIFT+ESC to end the game" <-- I think should rephrase to "end the jam" because you have the "game" window and the "jam" submission, and the wording here is ambiguous between the two, which confused me. I thought there were multiple games.
  • Took awhile to learn the game because you actually have to type the inspiration AND the field to replace. I think that part should've been bolded in the instructions maybe. But it was very cool to see the values actually affected the game. I made enemy speed 35 and that was wicked!
  • That said I wasn't sure what I was supposed to do - there were multiple values for each script so I wasn't sure if I was just supposed to guess what made the game most balanced and how to gauge what values were balanced. This part was unclear to me. I just plugged values I thought made sense, but I always got the same 0.5 score each time, which made me feel like an idiot because I didn't know what I was missing. 
  • I'm assuming based on all the info so far that I'm supposed to make a "balanced" game but the game doesn't define what balanced entails.
  • I wish the end screen told me what I did wrong, so that I can do better in my next playthrough like player reviews "turret is too strong! enemies spawn too fast! needs more range on the turret"
  • Then I would at least know what I did wrong and correct them? Right now I was just guessing and failing which wasn't very fun.

A few more games later, these thoughts crossed my mind:

  • The inspirations screen get flooded with new entries very quickly and this blocks the viewport screen, making it difficult to see if the changes I am making were applying in the way I wanted, such as if I was applying fire rate correctly. Speaking of fire rate:
  • I wasn't sure if Tower.Fire_Rate being a high value, or low value was better. In this case tooltips when hovering over it, even if to simply say 'higher=better' would succinctly clear up any doubt
  • I wasn't sure what values I was supposed to aim for for each variable - was attack being high a good thing? Or a bad thing because it breaks balance? I like to see it kill enemies so I always assign it high and I'm guessing most players may intuitively do this?
  • Also the turret by default one shots the enemy so I didn't really see a reason to change the Enemy.scrp values. The only thing that felt like it mattered was move_Speed, it makes them all slow so the turret can kill them all in time, and thus, it makes enemy.damage irrelevant since they don't hit me. Turret HP and HP regen also become irrelevant stats.
  • I think I had the most fun when I made the turret super strong with 45 range, 0.28s fire rate and 19 attack. Just by changing these 3 variables, the turret basically kills anything the moment it comes on screen. I didn't even have to mess with the enemies or world script. This point in the game was where the fun peaked for me - seeing the turret super strong, but I didn't know if that's the intent. I submitted with these stats and got 0.5 score.
  • Throughout my playthrough, I felt like there is some info I'm missing out to make this fun, but I couldn't quite figure it out. I did a serious playthrough with values that seemed sensible but still 0.5 rating.
  • I noticed the console window, but wasn't sure what I was supposed to be doing or looking at here. It shows me all the info but I don't know what I can do with those info to make a balanced game.

Overall, I still liked the UI and the concept though, and despite its flaws it managed to engage me to an extent because I wanted to try my best to figure out what I needed to do, something that I don't do often for games that bore me, so that was nice. Maybe I'm not the best audience and perhaps this would be a game relatable to game developers which is basically everyone else here haha.

Screenshot of the bug:


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This was friggin good!!!

I have never been gripped by a game at this level. I've played so many games but this one...solid atmosphere, a vague game namd that just clicks perfectly when you get why it's called that. The unique controls - first you wonder why, the game controls are awkward, and then it sinks in .... oh crap! That was so goooood. You really feel every single finger you lost when you press the button and it's "incapacitated".

The dialogue that just pulls you in! Especially as he speaks "nothing. can. go. wrong". Eerie!

I think it would be nice to still get some story bits even when you lose. I keep hearing of this "last day" but I kinda just want to know what happened because  the game ended and while I was very intruiged, I also felt a little lost.

It feels like a lot of thought was put up into the story and character-building and their backstories. I hope more people play this game and analyse it so we can all get answers haha. So good!

Edit: Agree with a comment below that it's unclear whether I answered correctly or not. I also wasn't sure if I was supposed to restart at the end, but I don't really want to go through all the dialogues again just to try different choices as we've already seen majority of them the first time.

Why hello there fellow Frostpunk player!! *high-five* Thanks for the kind compliments, your game looks dazzling too! AWESOME JOB! Just played it and shared some feedback which I hope you won't mind as I'm a more detail-oriented person! 😅

Heya, sharing my thoughts as I played! I normally leave detailed feedback to try to help people so these are just details observed as I played, and does not in any way mean I didn't like the game-quite the contrary. And of course please feel free to disregard if they don't align with your intent!

What the game did well:

  • Nice menu animations.
    These babies are very well-drawn, and the colour choice is great for the mood.
  • Good visual feedback on the selections. Almost everything has a visual feedback, there was rarely a point where I got confused what to do.
  • Juxtaposition of the scene is nice - eg the big green and red buttons, the parents' biography, I p[ersonally found it was very well thought out.
  • Secret directives are intruiging.
  • Small details like animation on the letter when it arrives, and the way the game flows and guides you where to click, led to a very smooth and intuitive overall experience.

Things I felt could be improved but it could be just me!:

  1. At the start, consider making the baby tag glow so I know I have to drag and drop it
  2. Found myself wishing the baby's info and selection glow would appear by hovering instead of neccesitating a click. It would've been much smoother and faster to quickly compare babies as their blood type, an important info, is only shown upon selection. This was especially the case as the game ran on and I started to feel its length. As a result, when four babies appeared, I sometimes just did a 50:50 guess than checking as I felt the hassle to do accurate checks. Sorry I know I'm a lazy person haha.
  3. On that note, it might be just me but I think the game could've been more tightly 'compressed', either less stages or less babies per round to keep it exciting without feeling repetitive especially in story mode, and let endless mode be the lengthy one. I wanted to stop to try other games, but I also kinda didn't want to leave the game hanging. Personally I wanted to see if there was going to be a resolution to the directives. Though in a way, you can see this as a good point as it drew me in longer than I normally do.

Bugs:

  • Before the babies load, if you drag the 'baby tag' and drop it over the bottom before the babies' spawn animation finishes, the tag will freeze. You will be unable to pick it up as it freezes in position. Selecting the baby or the tag did nothing.
  • Thankfully the game had a save system so I didn't have to restart the first time? However when this bug occured on the second stage with 5 babies, I exited to menu and when I came back, there was some message and when I clicked ok, I was back at stage 1.

Overall, fantastic job to the team!!

Thanks! And also just played your game along with my thoughts shared on it, love the character (best character design I've seen so far?). So, great job on your entry too!

  • Really liked the character - that was the standout to me - and I liked how it uses its trunk to grab objects. It's a very unique design and eye-catching thumbnail too, which was what attracted me to play!
  • I liked the use of physics here being the main driver of the gameplay, and also your 'antagonist' when they get in the way of you reaching your goal.
  • I actually broke all the tutorial vases because it was fun in itself haha (chaos!).
  • There is a bit of finicky-ness with selecting objects, especially the smaller ones, but this didn't affect my enjoyment much as I expected that sometimes things get blocked in such a crowded scene, so this is only a minor point.
  • I also wondered if it would be nice to pin the UI of objects needed, as I found myself forgetting which yellow thing I needed to grab (there are two big yellow things on the map, and I grabbed the wrong one) - then again, maybe this is part of the chaos that the game intends - to confuse you and add to the franticness of the situation, so maybe it's fine. Feel free to disregard any of this feedback if it's not aligned with your intentions.
  • Lastly, the duration of the game felt just right. It's a nice contained experience that doesn't outstay its welcome.
  • Overall, very pleasant looking game, good job~

Yaaaasss you get the game! I guess that's what you get when you love survival + TD games

Glad I could help! :)