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(3 edits)

Love the feedback as usual, thank you!

Your description of the obstacles not respawning made me realize I wasn't fully clear about the decision I made to give you the ability to bring them back, but only by resetting the level (which also resets the dust bunnies, which now that I'm describing it I realize might be objectionable).  

That brings me to another question I've been meaning to ask, which is whether the random spawn points are nice or bothersome.  You specifically mentioned wanting a level select menu so you could replay various levels in the future, but if the dust bunny spawn points are random and only the obstacles and physical effects are predictable (and other challenges I have planned but not yet implemented, which I don't want to give away entirely but include a moving dustpan and more missing/broken tiles), will being unable to play the exact same spawn kill the joy, or extend the game play in a nice way?  

My thought was that re-randomizing the dust bunnies on level reset gives you the option to try a new pattern if the one you got is impossible.  I'm glad you encountered the infinitely falling bunny, because that was an unexpected thing that I liked and decided to keep once I figured out I could get creative to "free" it, but I felt that letting the player re-randomize the spawn points would help anyone who felt stuck by it.

While we're on the subject of randomness, how do you feel about the fact that the ambient audio playlist is on shuffle?  I love this set, as the songs are at times very lonely as you described the one you heard on level 7 (which I'm sad to say I can't identify because it's random) and at other times very upbeat, but they all remind me of a mix of my favorite video game of all time's music (Super Metroid), and the 70's-80's British Dr. Who TV show music, both of which are very appropriate to the bizarre outer space kitchen theme.

I am taking all your suggestions seriously!  I will consider your preference about respawning anywhere but in the dustpan, but one of the challenges I have planned is at least one level where you are penalized if a dust bunny escapes it.

And yes, it is by design that dust bunnies escaping is a "thing" because while ridiculous, this game really is inspired by real life events from my life with indoor-only cats, including the futility of sweeping all the furballs that accumulate, and how they are so light and fluffy that it's near impossible to ever clean them all up.  It is a daily occurrence where one of us sweeps our tile floors, puts the broom away, turns around, and DAMN there's still one loose.

I'm also currently working on a third Stoven Universe/Dust Bunnies product that is a tower defense-like which I won't spoil too much but involves more physics hilarity in the same vein of this game.  

As for how far I want to take this game, I definitely intend to add in a few more levels and challenges, and do a great deal more polishing before calling it done.  I'm also considering adding optional on-screen mobile controls, since the game runs ok on my old phone. 

I have probably said to much and this message should self destruct, but since we're still a super tiny indie dev couple team, it's probably safe to be a little revealing with our first players!  As always, thank you so much for all the great feedback.  It makes this work worthwhile!

(+1)

I think having random spawn points is fine. I don't think it extends the gameplay that much, but it does add variety, even if only a tiny bit. I like the music and have no problems with it being on shuffle. The level where you're penalized if a dust bunny escapes sounds quite interesting, I can't wait to play it! I don't play Itch.io games on my phone, however sometimes, I'll take a look at a game while I'm out and I wonder what the gameplay's like because the creator didn't upload screenshots and didn't create a mobile html version. I say this to encourage you to add those optional on-screen controls that you're talking about. I appreciate you 2 appreciating my feedback.