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André Mazal Krauss

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A member registered Aug 30, 2018 · View creator page →

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It turns out that refining and balancing a game with random elements (the items the "customers" carry) is quite complex and time demanding, even if it's a simple game with a simple mechanic. The random picking of items was way too simple(aka pick any one) because of time constraints, and this made interesting trades indeed hard to come by.

About the illogical trade of a ladybug for another ladybug + notebook, I guess Nina is just that charismatic and has mad bargaining skills ;)
Jokes aside, it is an unforeseen consequence of the way we rate trades as fair/unfair under the hood. I (who programmed the game) had to think for a while to get why this was happening... Thanks for pointing it out!

Fixing the above issues would take some extra thought and effort, but your idea of making "customers" leave after a while would be quite simple to implement and maybe make the game more dynamic.

As a little sidenote, I love that you referred to the traders in game as "customers", in quotes. We tried to distance the situation of the game from that of a "real shop", so you being uncomfortable in naming them customers is proof we got it right somehow.

Anyway, we thank you a lot for playing the game and sharing your thoughts!

We're glad you enjoyed it!
This jam was a great opportunity of taking this concept, that wouldn't really be viable elsewhere, and running with it.
Loved your game btw, nicely done

SHAME on you for judging my art appreciation skills like that. I totally 100% contemplated it, even before you made me do it, you metalinguistical bastard.

Anyway, great entry with a bonkers premise.

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Good idea, fits the theme really well.
Game feel overall very strong. Nice explosions on enemy death. Parrying feels really satisfying with that camera zoom when you land it right. Making enemies shoot each other feels good on a general principle. Even bugging through the walls feels good.

Nice work!

Really unique idea with a technically flawless execution, as far as I can tell.
Had to think for a while for some of those, and the fact that the square grows larger while "jump" is pressed takes what would usually be just a nice visual effect and turns it into an essencial puzzle element.

Nice job!

Couldn't inteligently play the game at all, I've felt that main mechanic replacing the bumpers, that of attracting the ball, was unresponsive.

But the artwork is indeed cool. Kudos for that.

Great job for the amount of time you had and having to switch engines mid-way through development. Pixel art and music were quite neat.

The game also plays well, but its a shame that not being able to stop impacts the game so little, given that you´re always on the run anyway.

Thank you for the thorough feedback.

We did put a lot of effort in the art side of the game, trying to add many bizarre items that would contrast with the game's silly and childish premise and make it feel funny and lighthearted, even if the strategic depth wasn't really there. Also, you're totally right about the wait times...

Anyway, hope you had some fun, and we thank you for playing!

Thanks for the feedback! 
It would have been great to refine the UI and game feel to make the game more understandable from the get go. Things like making it clearer that the customers are offering the items for trade(and not asking for them) were in our plans, but we couldn't get it in the game in time.

But indeed our greatest challenge may well be trying to add tricky decisions to this binary "fair/unfair" system. 

Anyway, we thank you for playing!