Glad to hear you enjoyed it, thank you for the feedback! Very valid points about the spawner direction and permanency, will be looking into it
Punch Pancake
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Thanks for the detailed feedback, I appreciate it!
The costs aren’t based on income but it does consider your potential income when deciding new costs. I can see how this can sometimes jump proportionately and feel punishing without clear communication. I’ll take this with me in the balancing pass for the next update
I hear you on the looking ahead and the feeling of being directionless as well. There is an intended balance between strategic planning and watching unexpected chain reactions, I agree that it currently leans more towards chaos.
Was that mainly because it was hard to plan ahead? Or were there also other things that made it feel that way?
Thanks for playing and reporting the bugs!
- Good catch, I think I will separate out the actual adding from the counting in animation
- Hahah I thought I’d fixed this but there can be a tiny window where the fire reaches almost zero and something is inside it, I’ll look into it!
- Very valid about the reminder, will fix this up in the next patch
Glad that you liked the tech tree design! The goal was to always have something you can buy after a run :D
Fun interpretation of the theme! Wish there was a way to restart it/ it restarted when I failed the sequence. I can see this being a core "cooking" minigame in a restaurant management game, it would be so cool if at the end of each order you get to see a customer with this wonky looking burger you just made
Thank you! The levels are currently not procedural, I just place the doors manually for each scene - I do want to make it a system which manually spawns people and doors so you can have this continuous gameplay going - but for later I guess!
also appreciate you catching that bug - will look into it in a post-jam fix!
I thoroughly enjoyed this, what a great concept! The gameplay is simple and satisfying to get right and the narrative that unlocks in the words is the cherry on top. I think this would fit very well as a minigame in an indie game where you play a spy or something, its very repeatable and I think can be expanded to add complexity (by adding more keys/ having hold interactions etc.)
Great job! It's a great comprehensive package!
Very cool! Love the mechanic doing 2 things at once and that its so physics driven -m y only issue was the yoyo wouldnt rewind super well? maybe there is a timer but it wasnt clear why it wasnt rewinding sometimes. I also think the structure you have gone for - waves and upgrades is a perfect match for this game
I think there's potential for something cool here, I'm just calling out a few things I think can help if you were to work on this further
- Cleaning up the environment a bit, so enemies and the player stand out more
- Having enemies spawn in always at a minimum distance around the player, I sometimes had people spawn on the location I was at
- Add a line to the yoyo so its visual where it is when it goes off screen
- Feedback and effects to enemy spawning, dying, rewinding the yoyo
- Maybe the yoyo can have physics and collider with obstacles in the real world ? Maybe this also spins you around? Something to explore
I had fun and see potential for something bigger here so I wanted to make sure you knew!
Pure arcadey fun! I love it! It all comes together so well and in such a short time- impressive! The heart is a good mechanic to provide some relief, but what could be cool is allowing the player to somehow be overpowered (like Vampire survivors/Brotato) and like firing tons of rockets at the invaders
Smaller feedback which I think could improve the experience
- I love shooting other missiles out before they hit me, it would be so cool if that exploded with a tiny particle animation
- Firing at hearts to collect them instead of having them "come" to us, this is just a gut feeling but imo makes sense to make EVERYTHING about shooting
I think you captured the tram really well! Love the conductor going back and forth inside it at each station. There is something very cool about having 2 "win" destinations. Thinking ahead, I wonder if there can be room for more strategic gameplay at the stations, maybe you leave early/wait longer for some passengers at one station and how this would affect the other station. ofc that complicates the game but would love to see it explored if you work further on this!
Nice and simple! It's neat that you were able to add in feedback, sounds and custom art in this timeframe - its certainly a complete package!
I only played till the second ladder, but would have loved to see a way where the mechanic expanded beyond "here's a longer ladder" so if you were to work on it further, thats something to think about.
Great job at publishing your first game !
Its really cool what a simple change as executing basic platformer controls into a 2 button job does for the game experience. Executing a jump and attack felt like an accomplishment! It might be interesting to incorporate cooler moves with a longer combo if you decide to update this later on.
I do think the hard reset to the beginning is a little too challenging, a health system might have been a little more forgiving, especially since the sword/spike thing can kill you.
The gun shot sound is oddly satisfying and familiar, overall, good job on the game :)
Cool idea! I thought it was simple and straightforward in the first level and then the jumping came in and thats when the smartness of the idea really shined! As a comment below mentioned, the direction of the bounce seems random but if it were to be fixed based on the incoming angle, theres options to strategize on which blocks to take out. I think the getting stuck in a 2 block high hole is something I'd prefer to strategize around rather than double/triple click away from
Smart mix of mechanics and a clever interpretation of the theme, I enjoyed playing till the end :)















