dog<3
amptomp
Creator of
Recent community posts

There was something that felt very powerful about this little shot. Perhaps it gave a strong sense of the contemplation he was going through? I'm not too sure, but I find games rarely include simple interactions like this that are meaningful/thematically related (or at least not with pure images), and give you room to exist in a space.
Great work on the writing and characters, they felt believable and distinct. I thought the art was lovely, props on that walk animation heh. Only gameplay note- on my second run, I stayed to look at the window for a bit, and I heard maybe three knocks. By the time I went to the door, there was only the Revolutionary character left (so I'm assuming it cycled through all of them?). Might be nice just to keep them knocking if you want the player to experience them all, or to at least have it so they knock for a bit before leaving.
Anyway, had a wonderful time with it!
i used to do this all the time as a kid, and have been thought about making a similar type of game, so glad to see it here! i always enjoy diagetic UI elements in games (the fingers representing the healthbar in this case) and thought you probably didn't even need the hand in the bottom right corner! had a fun time, good work!!
gameplay worked very well overall! very realistically frustrating when a customer dumps a bunch of tiny coins and coupons for you to sort through. if you wanted it to feel more tense, both music and customer reactions could do the trick- if you're taking a while their sprites could change, they could say little comments, etc, would make them feel more alive. had a fun time!
A bittersweet story!! It was impressive you guys were able to create a game of this depth with all these mechanics in such a short span of time! Gameplay wise, I found myself often trying to interact with objects before they became interacteable, such as the coin (which was clearly going in the vending machine)- perhaps moving them a bit out of sight or reach would make it feel more coherent? Had a great time, thanks for sharing this!
i laughed (out loud!!) when i first just tried spamming keys hehe, always nice when your interactions feel meaningful in this way- as well as the fact that prematurely hitting enter also has a specific response. i was almost having too much fun making them mess up, I couldn't help but throwing in unrelated words.. makes me think another (very different) version of this game could purposefully play into that, our desire to make things embarrassing on public television. maybe here to make me more invested in writing out the stories right, there could have been some higher sense of reward? I'm not sure, but in any case, i had a wonderful time, and loved all the little stories you guys wrote :)
Fun atmosphere! I think some of the interactions were too difficult for what they were supposed to be doing (e.g. when dialing, it felt a bit unnecessary that the mouse needed to stay within the dial and couldn't just vaguely rotate around). For a game like this which is more atmospheric I think you can afford to make it pretty much 'challenge free'. But I had a fun time regardless, thanks for sharing!
It's very difficult to make puzzles where they feel intuitive yet challenging- and I feel like you really nailed that sweet spot! I don't consider myself particularly good at these sorts of puzzles but I was able to make it through the whole game, never spending longer than a couple minutes at each level (which I'd consider is just the right amount)! Thanks for this :)
I liked it how the visuals of the 'puzzle room' transformed as you got further into the game, as well as that creepy string music! One way I think this could be elevated is if the actions/what was being fed was gruesome in their own way- what are you feeding the monster? Is it other people? Parts of your own body? Very creepy regardless!
Super creepy atmosphere and models! Always very impressed when a 3D world can run so smoothly in browser. It could've been helpful to have more indication what was making me lose throughout (either before losing, or after having lost). Just wasn't super clear why I kept dying. I had a great time with it though!
I often find myself trying to predict when things will happen throughout the day, especially guessing when familiar street lights will turn green- often trying to impress someone with my incredibly (inaccurate) prediction skills. This is the first piece of media I've seen that encapsulates that feeling, and works very well in the game format. Thanks for making this!
heheheh such fun graphics and sounds, curious to know you get such crunchy low bit sounds.. for a game that is very simple mechanically, it had a lot of good wrapping to make it feel engaging until the end! only note is that several times i accidentally clicked menu buttons when trying to hit enemies- potential solution is to make some other input show the menu to avoid that. had a lovely time with this !!
I became really invested in this and played for a while! The sweet intro and hand drawn elements were a very nice touch hehe. Despite playing several tower defense style games, there was something surprisingly engaging/stressful about this (maybe since it was quite a short amount of time to make all your moves?) A restart button could have been helpful in runs where I felt I immediately made a mistake, and had to refresh the page to start playing again quicker. I think there was a small bug where the turrets kept firing after they were destroyed. But I had a really great time with this, thank you Punch First team! :)














Interestingly my second run was my best- I wasn't thinking too hard and was able to get to the one after this. Then I tried doing things like keeping rhythm verbally, snapping fingers etc and would lose in the first few rounds. Interesting concept, thanks for making this :)