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aawood

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A member registered Feb 27, 2018 · View creator page →

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It's cute, and nothing wrong with a simple gameplay loop, but I have a few notes.

First, the lack of feedback on how close you are to the next level makes progress not feel very impactful, and means it's never really clear if it's a good idea to spend water for an upgrade or hold it to progress to the next level. Perhaps have the top bar fill up gradually as you approach the next level, similar to building the energy bar?

Regarding the energy bar, because it gradually fills as you tap and empties when you don't, for a long time I thought the way it changed to "5x Boost" meant that I was getting that boost as long as I kept clicking to keep the bar filled; I didn't realise it mean that I'd _charged_ a temporary boost, and that I needed to click the button to actually activate it. That could be better communicated.

Finally, it's just a bit too slow past the first couple of levels. Even with upgrades the idle progression is slow, and even with a fast auto-clicker and constantly boosting leveling still takes a long time, especially once you get to about level 10. If you can level up to the point of filling an ocean, I can't imagine how long it must take to do that!

If this is meant to be a breezy simple cute time-filler, the level requirements could be cut down a lot to make it a neat bite-size experience. If it is meant to be a bit more chonky, it probably needs another mechanic or two players can use to keep up with the increasingly level requirements. Maybe some upgrade which lets you reset your Tap upgrades for a multiplier to Idle to help it keep up and give more for a player to do? Or a second resource that's built up by keeping droplets instead of spending them that can be used for separate upgrades, to make for a choice on when to spend water for a prime upgrade compared to keeping it to build that other resource? And maybe there should be some small benefit to each level, to make the choice to spend on a resource or save for a level mean something?

I don't know, just spitballing!

OK, yeah!

I like how this ramps up across the levels, with the "puzzle" elements to reveal items getting more complex as you go. Nice :)

So, hey; is the thumbnail/final goal screen AI generated?

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The missing manual:
Your goal is to get $1,000,000 from corn. To start, you are grabbing corn by hand - click the mouse to grab some corn. Every time you grab all the corn from a cob, a new one will drift in from the right.

As you gain money, you can use the shop to buy weapons. The amount of money gained from corn increases as you buy more expensive weapons, and bought weapons replace the current one, you can't switch to earlier weapons.

There are two types of weapons, and they alternate. Your hand is a "blunt" weapons; this grabs corns in an area with each click. The cheapest weapon you can buy is a "sharp" weapon; with these, you hold the mouse button and move back and forth over the cob to cut corn off. The next weapon is blunt, then sharp, then blunt, until the final weapon (which is sharp).

Sharp weapons are, with the exception of the last one, undeniably worse than the blunt weapons. You will always wind up cleaning off most of the corn, then spending far too long trying to find the sweet spot to get the final pieces off. Blunt weapons, while more effort to use, are far more reliable.

29/29, first try, baby!

But yeah, this is a cool resource, good work :)

Delightful! I think I found most of the secrets... but there are so many :D

I am once again asking people to understand what a "genre" is.

Very cool!

Bug report; you can try to go right past "Speedrun Mode" on the title screen, and that crashes the game :D

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A charming little game, very cool music, but a little buggy!

Sometimes it just... stops, for no clear reason. Like, I'm lined up in the gap, and the red plans fly most of the way by and then... the games is over. (To be clear, that's without me trying to move, I didn't crash in to them part-way, I'm still lined up with the gap.)

Also, when I first load it, it won't let me move up (either with the keyboard, or clicking the up button)? When I move down for the first time after loading it, that teleports me to the top of the screen, and "unlocks" upward movement. That happens each time I refresh the page and load the game again, and each time the bug remains across until I move down. Even if I die first, on the next play I still can't move up (until I've hit down the first time, then the bug is fixed until the next time I load the game.)

Anyway: hi score, 1363 :)

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I think the main issue with this one, and some of the other of these games, is when you drain the barrel, click and it, and are told it's empty (exactly as you get told with other places when there's nothing to be gained by just clicking on them)... And that's not true. It isn't empty, you just need to ignore the message that says there's nothing there and keep clicking.

That crops up a few times in this series of games, and it always feels bad.

EDIT: Actually, no, strike that; the worst bit is that I never noticed the "AI Generated" tag. I had my suspicions, but... ewww, no, stinky, ewwwwww.

Ahh, ignore me, I think I somehow got confused between the bronze and golden coins! Sorry about that :)

You're very welcome, and I hope you do keep going! I'm getting a lot of fun out of this already, looking forward to seeing how it develops :D

Ooh, another bug report, I hope these are helpful!

Thanks to golden spoon, it's rather easy to double your gold past the maximum value assigned for it, and because you're using a signed type, that buffer overflows to a negative value.

It may be worth running a quick check on if gold*2 would be << 0, and if it would, either don't use the spoon, or set gold it to a tested maximum. (Probably worth using a similar check on any function that increases gold, in fact.)

I've noticed something that I'm not sure if it's a bug, or just maybe a mechanic that needs some clarifying.

I got to a shop. It was selling a bag of gold for 120g. Using a bag of gold gets you 100g. I had 6 bronze coins; the first increase income by 20%, the other 5 should boost that to 30%. So I bought the bag, expecting that this would wind up with me 10g up; -120g for buying the bag, + (100g +30% =) 130g.

Instead I wound up 20 down, as though the income hadn't modified. I don't know if that means the bronze coins don't work at all, or if it doesn't affect gold gained from gold bags (and if the latter, if that's intentional or not); either way, it's a little confusing.

Not the most critical thing, just thought I'd mention it :)

Oh daaaaamn! That is so good!

I would like a few more ways to spend money (perhaps let us buy more item slots for exponentially-increasing costs?), and big puzzles get hard to read when columns have runs of 10+ cells... the two-digit numbers trying to get crammed into a thin space wind up overlapping... But this is awesome. Felt real tense the whole time in the perfect way.

Matter of taste, but; my first run died at the fourth boss because, although I had max health (and a high max), I tried to draw a line of cells that it turned out weren't there (see above comment about wide puzzles with long vertical runs overlapping each other and being hard to read...), and ever one counted as a bit; instakill. It might be good if drawing a line resulted in it stopping when it would be an error, so taking one hit for one wrong cell and then not giving you any information about the rest... But I can see arguments with way. (Maybe something for different difficulty levels?)

Regardless, I want to make clear that this is brilliant, you should be very proud!

Just to check; are these ports with Gaming TJ;'s knowledge/permission?

Fun! :)

Yeah, cute!

I did have an issue playing in the browser where only the first click/drag and first mash-spacebar tasks worked, after I did one the next I tried of the same type just wouldn't work, but the downloadable version worked great :)

Yeah, decent, nice work!

A couple tiny things:
1) Not sure of the cause, but on one run I had killed everything in the level but there was still one on the counter. I'm guessing with the counter had become desynced from the actual enemy count, or an enemy had wound up outside of the level.
2) If you lose your last hit right after beating the last enemy, you wind up with both the Win and Lose popups on screen at the same time, over each other.
3) On the Win screen, "again" has a typo ("agian").

But yeah, runs well, feels nice, I appreciate the different weapons having legitimate differences, I wasn't glitching through the floor or seeing through walls; I enjoyed it, solid!

Yeah, that's got it now, cheers :)

Was the wrong project uploaded? This is a tower defence prototype, not a metroidvania, doesn't match the thumbnail...

Just to say that I did, 2 years on, get here from that video! (Hi Icely!)

Oh hey, this was fun, glad I finally came across it! Well done :)

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Hi there!

OK, I tried again (both in the browser and downloading), and it's no-go, it still fails at the same point. (It did eventually progress pass "reach the stretcher"... But that was long after I'd dropped it off, and while I was wandering round the incinerator room?!?)

I recorded a video so you can see the issue for yourself, hope it helps.

Update: yeah, so I just double-checked and, sure enough, walking around in that specific area of the incinerator room is what progresses the tutorial past the first tooltip (even before you've gotten the stretcher). I guess the very first time I played, I happened to explore and wander there before I'd gone for the stretcher. So it looks like there's a mis-aligned trigger here.





Yeah, fun! 4:16,24 on first attempt :)

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Ahh, right, OK, so; what's happened here is I saw that little note and went over to it... but with the limited head pitch, if I'm standing right up to the table and look down, it's not quite far enough to bring up the interact prompt with the note, so I dismissed it and moved on. I need to stand slightly further away, or look at the note from an angle further along the table.

(Also, on this second attempt, it's stuck on the "First reach the stretcher..." tip even after I've moved the stretcher, loaded the body, checked the PC etc, and now won't let me interact with the body at all, so... Gahh! Third time's the charm, I hope :D )

Update: yeah, no, now I can never get it to progress past asking me to grab the stretcher. I think I'm going to put this down for now, sorry! Happy to take another look later one

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Not sure what I'm missing, but I couldn't progress past the first few minutes.


After checking the PC and looking at the body, I got a hint saying "Some victims may have personal effects. These can be analyzed to gather valuable intel.", and I couldn't find a way to continue.

I tried looking at every nearby surface, seeing if I could open the nearby locker or anything else around, and going back to the body and clicking to Start Analysis - none had any effect.

This is good! I should note that the Restart Level option seems broken (at least on the first stage with two dogs); I got killed, clicked to Restart, and when the level reset it was locked up; no-one moving, no control over the wolf, and no time displayed.

I can't figure out how to actually get resources to use the second chest, but that may be because I can't figure out the controls...

The controls give movement as ZSQD (which is... odd, but manageable), but actions as gamepad controls? It looks like these actually map to 1, 2 and 3 on the keyboard, but then those buttons don't seem to do what the on-screen prompts say. (Like, the third action button maps to 3, and says it's for "Bush", but seems to actually be to dig plants up?)

Sorry for not replying sooner, hadn't got an alert about the reply!

I've tested with the new version and, yes, that works great now; thank you :)

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I got to the ending, jumped into a corner and got completely stuck; couldn't progress, couldn't die, completely softlocked. If I'd waited another hour or so to start, there was a patch to give a restart option. Nooooo!

(Also; in that section, it says S is supposed to bring up settings, but it didn't do anything?

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Thank you, cool experience!

I have a bug report though; at least with my setup (2 monitors, 4k on left and 1080p on right), the game was unplayable by default; the window opened mostly off the bottom of the screen, split across both screens, and the standard windows options to move it wouldn't come up. I had to turn off my second screen to get it to come up as intended and be playable. Worth the little effort, but a lot of people might not know how to deal with this...

I think that's as far as I get, then; if I could push the walls I could understand this, but whatever the level's asking of me, I don't get it. Thanks though!

I like this, but stuck on the level with 1 box and four Xs. It seems like I need to duplicate the box somehow, but I'm not sure how; I'd thought that maybe I had to call the "Run Code" block twice for the box or something, but I've tried a few variants and that didn't seem to do anything. I also thought maybe using that for the walls would let me push those but, nope!

I look forward to it! I've played a few of your games at this point, I like your style :)

145 points. Is that good for a first try?

I like the idea, but because the game always tries to spawn as close to the spawn points on the right as possible, it means you can, very early in the game, get stuck in a cycle of having a stack of two blocks one the spawn, needing the bottom one, picking up the one above to place elsewhere, ands by the time you've done that, it's respawned.

I think it might feel fairer if it explicitly looped which of the 3 points it was trying to spawn to each time. That way, if you clear a block near one, it won't get covered again until blocks have been placed for the other two. (Well, at least until they're *all* so surrounded that everything's in one big mass anyway, but that's the inevitable outcome regardless :) )

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Oh no, I'm stuck!

I hit the ...switch? ... in the fourth room (bottom-right room), went back to the bottom-left room where the door was now open. I went as fast as I could, and collided with the red enemy in the left area as it moved down... And then it stopped moving. It's just sat there, blocking my route. I've tried moving back to the room on the right and back, I've tried running into it, running into other enemies, changing my checkpoint... Nothing, it's just sitting there.

I had a look at the vid at the Gamedev Cityffest demo blog post, and it looks like it's meant to just keep going round and round?

I guess I'll restart and try again, only 4 rooms to go back through :)

Edit: Sure enough, on my next play through, no such issue. Fun demo, thanks :)

I keep coming back to this! Great fun, even if I've essentially "solved" it by now; I can get gone before 1:33am ~90% of the time now.

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I hope this is an OK place to report a bug!

I'm on level 27 (playing in browser), and got into a situation where I'd pushed the top guy so their body was right next to the first door, with their hand in the doorframe. Once I pushed away the crate holding the door open, the level reset completely, except now the controls don't work.

I can still hit Esc to bring up the menu, the music is playing, and the scrolling background is still, y'know, scrolling, but WASD/Arrows do nothing. Refreshing the page to reload the game fixes it, and retains my progress (thankfully!)

Good game so far, really enjoying it :)

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Yeah, a neat cyber-punk mystery, elevated greatly by Rana's usual high standard of writing.