the better $/MeV upgrade basically ends the game once you buy the first level, at that point I just spam clicked every other upgrade until it was maxed. I was a little surprised that the max upgraded reactor with all control rods in could survive having 100 uraniums in it. pull any one control rod and it goes boom, though. I enjoyed it a lot, although I kind of wish that "Don't do that again" threat weren't empty.
BadRAM
Creator of
Recent community posts
This has so much personality! I love the art, but found it too difficult to get through level 2. There seems to be a bug that prevents you from jumping when standing against a wall, which led to a lot of frustration and a few deaths. (I also feel like this game expects me to be able to mash much faster than I actually can, maybe an easy mode where you can just hold the button would be nice)
Cool game! I'm not sure if there's a twitch reference I'm not getting, but the story still reads. For me, the biggest pain point was getting bounced too high and flying over people's heads by accident. A fast-fall or dive ability could make this a pretty tight speed game. Stage 9 was crazy difficult, you might want to adjust the time limit so getting 3 stars is that hard rather than just completion.
My times:

it took me a minute to figure out that the sword at the bottom of the screen was a button I could click, and it took a run for me to realize I could buy ANY of the first level upgrades and not just the attack damage ones, but now that I understand the game I think it's pretty good! You should definitely include some tutorial text, either in game or on the itch page.
I beat the game, it's really nice! I wish there were some fanfare or a win screen when I did, though.
The way you get warped up the the surface of the platforms feels a little janky. If you can't figure out how to make the platforms solid from all sides, maybe you could embrace them being squishy and have them look like clouds, and make them push you up in a gentler way?
I skimmed through the code and it's neatly laid out, everything was easy to understand. Good work!
I've loaded it up again, the monitor swap feature is appreciated!
Overscrutinizing it in paint.net, the sprite scaling is pretty good.
Text has blurry edges which drags everything down, but aside from that I'm only seeing some minor scaling mismatches and misalignments that probably aren't obvious unless you're zoomed way in on a screenshot like I am. The settings menu sliders and checkboxes are not pixels at all so I'm assuming that's just unfinished.

In this screenshot I can see that the menu tray buttons are at 2.75 scale or so, which gives inconsistent column widths (3, 3, 2, 3) and clashes with the 2x scale beneath them.
This flower isn't aligned to the pixel grid of the world. This is fine for moving things like the birds and leaves but for static elements you can notice it sometimes.

This Vial of honey on the right has the same issue as the tab buttons, it's at a non integer scale so with nearest neighbor it gets crunched a bit.

Cool game! I wasn't good enough to beat it, but I like the concept. Feels a little flat without music though, see if you can find some to fill it out. It might be late for this since the levels are already built, but the jump feels a little weird, I think the gravity is too high? I was often jumping too early expecting to hit the top of my arc much later than I actually did.
Yeah sure, I'm on a Thinkpad T14 with a i5-1335U, and integrated Iris Xe graphics and 32gb ram. The lag spikes happened every few seconds, so my intuition is that it's related to memory management or garbage collection or something that happens in the background, rather than raw frame rendering performance. I played the game on my external monitor which is a normal 1920x1080px.
Cool concept!
Feedback:
1. My monitor layout is stacked vertically and the bees appeared on my lower monitor. I would like to be able to set which monitor they colonize.
2. I couldn't figure out how to change the producer bee to make wax instead of honey. Clicking on it did nothing, and none of the menus were responsive any more once I got to that prompt.
3. The pixel art was a little blurry on my screen. It's a 1920x1200 display at 150% ui scale, so it's not unusual for things to be blurry, but for a pixel art game attached to screen width it'd be nice for it to integer scale to 1920 pixels
I loved the forestry mod for minecraft, so I'm always on the lookout for bee type games. I'm excited to see where this one goes!
I love the idea but on my monitor there wasn't enough resolution to make out what anything was, and I got frequent lag spikes that made it hard to control. A text scale setting would be helpful for those of us with small screens, and some profiling may be in order to figure out what's stuttering every couple seconds.
Really good showing for your first game! I was particularly impressed with the working moving platform, those are tough! The aerial sword attack animation was very cool as well. The general consistency of physics and movement could use some work, but everyone's first game sucks on that so don't worry about it too much. The real bug I want to report is that the win dialogue doesn't stop your movement, so I accidentally walked into the final portal before hearing what the queen had to say. I had to beat the game a second time to make sure I didn't miss anything.
if you can't make it line up properly with what's on screen, consider making it just reward the player for doing anything at all, and setting the duration of each level manually. A couple times the sonnet finished and the game just left me on an empty screen where the score ticker counted down seemingly for no reason.
Really cool experience! I managed to get the final fish to say the fish are becoming quite fond of me, not sure if there's still a fish that I've missed. The texture of the skybox and textures really makes it feel like a living photo in a marina pub.
When playing in browser without full screen, I was getting a constant camera drift to the right. in full screen, the game stays in a tiny letterbox.
it runs, but I can't manage to intentionally score any points in the game. I think the native version is running faster than web? The music is also at a noticeably different pitch...
Really cool game though, I think I accidentally got the end cutscene through the level select, and every part of this thing is highly stimulating. Great work!
Tried running this in a fedora VM, it made the sound of a single string plucking and then crashed.
Error:
/root: The caller thread can't call the function `propagate_notification()` on this node. Use `call_deferred()` or `call_deferred_thread_group()` instead. at: propagate_notification (scene/main/node.cpp:2597)








