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I appreciate the nuanced feedback. I had to give up on making aces work as 1/11’s early on, I gave it a shot and at a certain point it was problematically buggy so I had to drop it for scope. 
similarly, I tried using large Triggers for the hit/stay buttons but things weren’t going well during my limited playtesting time. Opting to use actors just made the game more playable. It was more important for me to ship something that played well and that meant compromising some quality of life stuff.  It’s a weird trade off, like if the menu doesn’t take as long is the feedback on the music as good? Idk these are just game jam thoughts.

Mostly though “I got a little obsessed with it” is the highest compliment I think anyone can get as a dev, truly, that’s the goal. It sounds like you really took some time with my game and I appreciate that.

As far as the cat goes. That’s my Brother’s cat Tina, she lives in Hawaii and regularly hunts geckos, it’s a pretty good gig.

Also, played your game last night and really enjoyed it!

Yeah, that all makes sense. The urgency of a game jam will certainly do all that. I've definitely had issues with GB Studio triggers in the past. A done game is always preferable in my eyes.

I'm not sure what I'd personally go for in attempting something like this, but it makes for a fun design exercise. I do find the 1/3/5 approach to be a clever way to approach it.

I'm glad you liked my game!