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artlessAvian

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A member registered Mar 15, 2019 · View creator page →

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I wrote this game. I’ll still write “feedback” since TBH I did not thorougly analyze the design or balance while developing.

I think the theme worked great! Also accidentally influenced the design in a cool way, turning idle games which are usually continous ($/s) into a discrete thing ($/visitor event). The unpredictability of the event (at low expected rate) and the randomness of what game is borrowed keeps it interesting. You can see what games are currently borrowed out and reactively buy stock. Or you can just have a mental estimate of what games are popular, and buy those, ignoring current borrows. At high frequency, it effectively becomes continuous though. And the randomness averages out, law of large numbers. If you were doing the first strategy, eventually you would end up doing the second strategy, which is less fun but still interesting.

I also like the design between the two resources, but they aren’t balanced well. The design is, when you have too few games, there’s nothing to borrow and no reason to have more visitors, and if you have too much stock, you dont need more and could be letting more people borrow them. I think the time between visitor upgrades should increase, but it feels constant interval with active play. You just accelerate and rocket off into a million dollars, at the cost of RSI as you click as fast as possible on the “buy game” button to match. There should be a buy 5 and maybe a buy 25 button.

I don’t entirely like the donation system. They come periodically in batches, which the idea I do like. Rather than monitoring an idle game or checking in randomly, you check in at fixed intervals, see what you can improve, then put it away again. Like Neko Atsume now that I think about it. This game doesn’t make that work, the interval is too short since I didn’t want to bore the player at the beginning. TBH it only serves to hide the fact that each borrow generates money, which a library does not do, breaking the theme. It could be “blockbuster idle” but that feels less “give and take” and more “bank account go up simulator.”

I like how the game has an “end” unintentionally after about a few hours. This kind of hides the money acceleration at that point, but that issue should still be redesigned. The new game button does do an accidentally cool effect when you do hit the end. The technical explanation of the “freeze” is at 100+ events/frame, the game can’t catch up, not because of a programming limitation, but I just didn’t want to explode people’s computers when catching up due to offline progress.

Speaking of, offline progress is too strong. With a literal fresh game, you can just come back in a few hours and just go sicko mode. On the other hand, the logs crash the game if you let the game go too long. They are never cleared, and every event, at least one message is added to any log. These two issues are related-ish. There isn’t a need for offline progress if the game is short. There is a need to save and reload this short game only because its unstable. Saving is conceptually cool, but design wise, kinda not so valuable, unless I want the game to be much longer.

I could cap money what the current upgrade costs to solve offline progress and resource design and theming. It doesn’t make sense for a library to be profiting.

The logs aren’t really useful. They do contextualize the library, and give the full funny titles to the games. But after that they just crash the game. If you do run out of stock of one game for just a little bit, it will tell you about it. Several times in a row for high visitor rate, but yeah.

It’s easy dopamine (I say, as I make an incremental game), but I have come to appreciate how much is added by having all the game cases flying around. I think I accidentally cooked by making the cards move up linearly, and fall back down exponentially. You can kind of visually filter out the games moving up vs moving down. Which is also mechanically useful, sort of? When I am playing I am mostly looking at the unborrowed stock. I remember a [podcast or something] about Slay The Spire, where the devs did mention a significant part of the appeal was watching cards fly all over, to make up for the manual fun of managing cards in real life.

Thanks for listening to my TED talk. I would revisit this game ngl, its not as TECHNICALLY IMPRESSIVE as my other ideas but who needs impressiveness. Tho, ideally someone else can do the UI, I got a little mad when making it LMAO.

Christmas, just a week away. Woohoo! My best score so far is 30. 36+ soon.

I really love the infinite runner segments! I wish they were longer tbh, they end suddenly. Starting my first run, I was confused by the timer counting down, but it makes sense in hindsight. Also on my first run, I immediately tried to jump over a car and exploded. The random generation can generate some diabolical obstacles. I thought this was funny. I had a segment that was 80% cars. The transition to the house phase is really cool, with the camera zoom + FOV trick. On a long run, I do get a bit impatient though and mash as if I could skip.

The house phase is neat. In my first house phase, I didn’t see the targets, and I also accidentally jammed myself into the bottom edge of the screen, and clipped out by placing yet more presents. I think its interesting the cats pathfind around the presents, so you can kind of try to influence them to split up? My main trick was pivoting before placing a present so I wouldn’t have to walk around it after. TBH I was bad at this phase because I am impatient and rush instead of playing safe. Sometimes the Grinch gets stuck around the edges, which leads to some hits. Also placing presents close to the edge leads to incidents. It’s common since the player tends to play around the edge once the cats have been kited and grouped in the center.

Also the audio is fun! I love the transition between phases, between a generic instrument MIDI (positive) and a chiptune. I love how it slowly but non-obviously get pitched up as you go.

I was able to get a score of 28 (with great difficulty) controlling only the stool, and a score of 31 (with less difficulty) controlling both furniture! Multitasking controls is hard and fun. I noticed that the table does not need to move left and right, and its a good design call. I wonder if the table could be doing more, but thats a difficulty decision. As mentioned, it is possible to completely ignore the table and get away with it.

I, a master of reading, did not read the instructions. On my first run, I picked up the jam, walked directly in front of the barrier, pressed space, and instantly died.

Something I noticed was that I expected the jam to be thrown higher than where it does, directly left of the stool. I was able to adapt to this to score higher. I’m not sure if where it is thrown is more surprising, or where I would think it should get thrown is more surprising to other players. An arrow would make this very unambiguous. Maybe its also a perspective thing, since the barriers stand top-down, the stool stands in a lower angle perspective, and the table stands in between that.

One last thing was that the barriers would sometimes teleport into a jam already in flight or when I was already prepared to throw. I thought this was funny. I adapted by not throwing the jam from very far away or when the barriers were fading or about to fade (by a internal feeling they haven’t done so in a while). I don’t know if this risk management is something intended, but it is interesting. If you don’t, maybe a timer on when the teleports happen or a preview of where they will be would help!

I played to maximize the number on my first run. I think this is the most fun way to play and should be encouraged! I wasn’t sure how high I could let the weight difference be before I lost, which was kinda scary. The red background warning works, but I wonder if it could/should be clearer. My initial impression was that I had to play the merging game equally well (or poorly) on both sides, and I think that would be fun!

I noticed that on loss, the game displayed my turn count. On my second run, maximising that was interesting, though mostly involved dumping pieces off the edge of the board. This lets you get an arbitrarily high turn count. I stopped at 333.

Would be more interesting to drop higher weight pieces the further you go? At some point, the entire top of the board(s) becomes tier N, and you can’t intentionally stack higher without pieces slipping out since they don’t combine.

Another thing I noticed was that the piece that was just dropped was kept while the existing piece was deleted. This causes more chaos, but also without walls, pieces slip out and your weight/“score” decreases. You aren’t able to play the merging game anymore.

oh nah nothing like that lol, if you just want an ai to do nothing, just plug in an extra controller and use that as the second player

heya, we didn't have enough time before our game was "due," but it shouldn't be too bad to hack in. (famous last words.) if you really want a training mode, lmk what features you'd like to have!

in the mean time, you can try labbing things the old-school way with a second controller. you can hold block after the first hit to see if your combo/blockstring has gaps, or hold buffer an attack so it comes out as soon as there's a gap. you can hold jump on both characters after connecting/blocking an attack to get a rough estimate on frame advantage (or peek at the game's files on github, but there might be an off-by-one error in the code haha)

i aint fraid of no ghost
(2 edits)

gotta go fast. favorite strat at 1:10