We do want to keep the stylized fonts, but we'll reorganize the UI to display more text cleanly and truncate descriptions in some areas to allow for larger font sizes. Tutorial text will be given its own tab while the dialog options will take more space. Thankyou for the screenshots, they're very helpful. Stay tuned!
Zahtahvi
Creator of
Recent community posts
Your opinions are very helpful though, thankyou!
Here's what I'll change for the post jam update:
1- Cleanup the tutorial, I'll have an option to redisplay it rather than displaying it be default
2-I did want to make getting enough gold each week easy for the sake of the jam, but its clear I over tuned it (players have reported selling one or two potions is enough to beat the game, whoops!) I'll progressively increase the rent as the game goes on but give the player a higher starting gold to compensate for beginner friendliness
3-The rabbit will be changed to barely consume the ingredient tested, and will refresh every day
4-Drop area for the stand will encompass the entire area
I hope these changes sound good - We're making an update as I type this.
I'd also like to ask about which font was hard to read, our game uses several. Also, were you fullscreen or playing in the imbedded version?
Thankyou for your kind words! As for the gameplay, the game is supposed to end at your 4th week - we didn't have time to seed in new npcs as the game went on, just the ingredients, so only the first week is "finished". As for suscpiscion, we aim to implement laws and regulations to follow as the game goes on, but all we could get done is that if you refuse customers, you'll build suspicion. We'll try to fix this in the post jam launch if you're still interested!
Good game, but I'm having some trouble playing it. I think the game might be broken for me? Half of the time, a prompt appears to connect the sockets, the screen flashes with a bunch of sockets for a frame, and then I lose a charge instantly and it moves to the next game - which can end up being the socket mini game again.
Thankyou for the insightful review! The tutorial button is supposed to wheel on a graphic from the right side of the screen, but I forgot to scale the UI with screen size, so it might not show up on certain screens - sorry about that! The tutorial was made 13 minutes before the deadline!
Based on your feedback, here's what I'm thinking...
1 - Fix the tutorial
2 - Add obstacles with weakspots, encouraging a change in rotation
3 - I'm glad you liked the bounce power up! I won't change it - but I'll try to make the other options more appealing, adding more damage multiplier to strength and making the enlarge power up help deal more damage the further away an object is from you.
And to answer your question, the score is equal to how much experience you got. You get experience for swinging based off of the speed of your sword, dealing damage, and getting kills. I'll make the map regenerate resources in a future update to let you keep going!
Again, thankyou for your detailed feedback, I'll do my best to make it better!
Great sound design, and great sense of humor! Beat the full game and unlocked the golden room. It did have severe performance problems after the game has been running for a minute, and the cutscene took about 90 seconds to load, but besides that, this game is a memory seared into my mind for eternity.
Pretty good game, good use of theme and graphics! My only complaint is that the game is really easy, you can beat every wave by standing still and doing nothing. Enemies only deal damage to you when they enter your hitbox, so if you stand still you never take damage, and a full heal costs 10 in between waves.
Innovative! I love the controls, the concept, and the enemy attacks. Very well balanced, too! The best strategy I've found was taking out the catapults on the corners first and getting the attention of the archers on yourself - that way your army doesn't die since they can't dodge arrows like you can. Took me about 3 minutes to tear everything down [after a couple failed attempts, granted!]