Thanks for playing and for giving feedback! I will nerf the engine in the next version, for sure!
Asfalt
Creator of
Recent community posts
Hmm, I just got one of the templates and I haven't modified it, apart from setting the built-in difficulty to normal (also I didn't play Oblivion yet).
But I wanted to have the lockpicking game be more forgiving anyway and doing that fix sounds like the thing to do. It seems having the engine fail punishes you just way too much.
Thanks for the feedback and for trying my game!
It is really original, I wouldn't have ever thought of making a Minecraft mod for a game jam, haha.
The integration into Minecraft I think is perfect. It really fits in. As others have said, it could be an April's fools update.
And now I'm in the mood for Minecraft.
The only downside is that you have to get the mod working (getting a forge instance, etc), which is a little deterrent.
Cool idea and really ambitious.
I would love if there was an incentive to try beating multiple minigames at the same time. Right now it only keeps you busy at all times, which is also good. But what if there was a guard patrolling on the highway and you had to hide sometimes. This way you would be incentivized to try beating the most amount of minigames in a short amount of time, to prevent losing progress.
Also fully resetting the minigame is annoying. If you would implement the guard, you could make a loud noise on a fail, making the guard come towards you. The progress would be preserved, but you would be under high pressure to either finish or hide.
It is hard to understand for me, even though the tutorial spills all the information to you.
An interactive tutorial could make the experience much better. Show the player each mechanic one by one. I think it would make it much easier to understand than throwing all the info at them and then dropping them in the game.
Cool idea, I like the route you took with lockpicking.
This is my favorite from this jam.
It is something I would play on my phone and lose track of time, if polished further and maybe adding some more aesthetics (altought the absence of music and the simple background make it so calm).
With the link between wheels, I think this is the best wheel integrating of the whole jam.
Great idea, superb art.
I get the aesthetic, but I wish the towers and fragments were more identifiable. I have kind of a hard time looking at a tower and discerning what it does after I've placed it 5 minutes ago. I think the 4 elements should be even further identifiable related to their respective abilities, other than the color coding.
It would be cool if you could also grapple along the pillars along the map.
Interesting idea of multitasking, but it isn't really working.
But just spamming the max segment on each options works perefectly and there isn't really any feedback about how the clients would react to a decision.
Also, the parkouring at the bottom didn't seem to have any impact on the game, but I did like it as an idea. Just walking through the obstacles seemed ok.
The character art is cool. The idea is nice. If this would be reworked, it could be a fun game.
The drink mixing is cool, I just wish the order UI wasn't so little and pushed away in a corner.
At first I was stuck because I couldn't lift the glass from the drink machine. But eventually I figured out I had to click on the square at the bottom. But I think it would be better if you could just click on the glass. A tutorial and making the controls as easy as possible would do wonders, I think.
I really like how you drew the mouse :)
I love the characters and the idea is cool.
It was a little hard to figure out brewing, but it is an interesting idea. I also would of liked if there was something to do while traveling, especially for such a long distance.
The sprites had some stutter while moving, which was a little hard on the eye.
For a moment, I was the WHEELMAN.
Thank you for this.
It's cool that you've included both of the minigames, the going through the windshield cutscene is funny and the pressure to solve the lockpick is perfect.
But I think the lockpicking should be made easier, as it isn't the main mechanic of the game.
Wow, the UI is amazing. Really fitting for the office job aesthetic. And the fact that you could have the instructions and the game open in parallel, that was really helpful!
I was stuck trying to get over 20 on some candidates, not realizing I could just reject them, haha. I guess I really didn't want to give up on any candidate.
It is a good puzzle game!
The music, the visuals and the atmosphere fit together very well!
Really cool idea to bar tend using the wheel, I just wish there was a punishment for messing up.
Maybe you could add a night by night system with an increasing money goal, which if you fail (by messing up and not getting tips) you lose the game.
Thanks for playing and for the extensive feedback! It is much appreciated!
I think I mainly need to make the lockpicking minigame easier, it is difficult enough to keep track of everything else.
I didn't think about spamming as a deterrent for some players, but it completely makes sense. This is really valuable feedback.
I might replace the wheel spamming with a rhythm minigame, like the generator minigame in Dead by Daylight, but easier.
The fan spamming I might replace with either keeping the mouse pressed on it or having to physically rotate the mouse to spin it (although this might be even more physically demanding for the player's wrist ':) ).
Also, I'm really happy you found the music fitting. I have no experience at making music (obviously), but as long as it doesn't make players close the game, it is good enough for now.
Interesting idea to use the wheel for the orientation of the attack.
It is a little hard to keep track of how good you're doing. Maybe moving together the UI elements (the wheel and the hp) to an easier to see location could work better.
Also just always choosing the biggest attack works out in the end, that could be adjusted.
Cool game! Neat idea, but I got a little annoyed after getting stuck outside the first door for like 5 minutes because I just kept messing up the movement sequence. But once I got the hang of it, it made sense.
The lockpicking, that was also hard at first, but I was satisfied when I managed to finally unlock the chest after messing up some perfect pins like 4 times in a row.
But when I finally reached the door and it opened, haha, I saw a door with 2 locks and 2 enemies. My mouth dropped, this would be so hard! But kinda in a good way.

