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(+1)

Thank you for the feedback! I'll be frank, even if it may not be the most satisfying answer: Our microgames are very easy. In lieu of speed-up mechanics (couldn't implement it in time) or lives (wanted to make the timer the main lose-condition) like in the Warioware games, we decided to make 1-2 of the games easier to mess up in order to "cheese" some time away from the player. This is so that, around Day 20, the timer is low enough to start having that "down-to-the-wire" feeling you get while working as a deadline looms. Obviously it doesn't really feel great to be cheesed like that, which is why we tried to make failing a little fun (CC ranting in the tea game or Nerissa breaking the glass in the recording room in the audio game for instance). 

To address your other point, Overtime Overdrive's theme is a bit more general (not specifically tied to a single talent/generation), so it's only natural that some players may not understand the context or reference in every game. After all, not everyone has the time or willingness to keep up with every talent right? Here are the things you missed:

  • The obstacle in the Deliver Drinks! game is a giant pon-de-ring donut, FuwaMoco's favorite snack. It's slightly embedded into the ground, otherwise it would be too tall to jump over.
  • In Calli's dressup game, the 'trilby' is actually a cowboy hat, referring to her Sheriff/Western outfit. It's slightly angled so perhaps that made it not immediately apparent. I matched it with a cactus since I thought it was the next best thing to get the western theme across that isn't a pistol (didn't want to draw a weapon), a sheriff star (sometimes associated with law enforcement and not cowboys), or anything related to horses (would be the best option but for reasons I won't go into, chose not to use).