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(1 edit)

It took me around 1,5h but I finally beat it! 

  • Only after an hour I noticed that you can actually "fuel" these dispensers to get constant flood of assets. There was a bar with the fuel level but initially I did not understood that it is for fuel but for how many items are left in the dispenser
  • Catching things up was also a little bit hard, especially brats, but that could also be my mouse. Eventually I have gone tactic where I grab brats only when they are not jumping, and constantly getting new ones from the machine. I think they are grabbed only when the mouse cursor is pinpoint on them. Imo it could be a box around the mouse cursor, so there is some slight room for error, especially in a very dynamic game, but I am also not very mechanically gifted so it could be me :D 
  • At first I did not notice the coffee dispenser and coffee is very OP so I would add a label over each dispenser to not miss them out.
  • For some QoL, maybe I would add a vertical box widget with list of "broken panels" and their timers. Game would be less about noticing and remembering what is broken and more about planning and min maxing. 

But overall it was pretty fun and challenging, brats flying everyone, tons of coffee and utter chaos, I had a great time playing this <3 Great job!

(+1)

Thanks for the detailed review and congrats on beating it! I ran out of time to do a proper tutorial so I had hoped that things were intuitive enough to understand and seems like you nailed it!

I think aiming at things will be easier when I change the crosshair to be more noticeable, I might offset the camera to the side so that Bae is not blocking what you're trying to grab as well. As for grabbing bouncing brats, it was originally much more difficult because the hitbox was the size of their body. I enlarged it to be the a bit larger than the actual model, but it's definitely still difficult to grab them while they're bouncing. Though a thought just occurred to me to make it so that holding click could put you into a catch mode so you can sweep up nearby moving brats.

Labeling the dispensers was something that I had intended but again ran out of time for. At first I was thinking of making them also able to break in which they wouldn't fabricate anything until repaired, but I think with the hectic pacing of the game it would've been too difficult to lose such important assets.

As for the QoL suggestion, that is an interesting way to add a diegetic means of tracking broken panels. I was thinking of making the wrench something you could pull out and it'd pop up arrows showing where the broken panels were, similar to how it worked in Warframe's Railjack mode. Losing track of what panels were broken is something that I ran into a lot too, which is why on loss it snaps the camera to look at the panel that ran out of timer. I mainly did this to make sure that losses came from actual timeouts and not some bug.

Thank you very much for playing my game! I'm glad you had fun!