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baguumba

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A member registered Dec 24, 2023 · View creator page →

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It took a read and re-read of the tutorial but I end up with a really long run going all the way to leviathans domain ( I think?) with not much but basic hooks and a desire to fish lol. Some of the shop/stop UIs are a little clunky, like the combine card one, but for the most part I enjoyed it still! The game really really changes when you can go back and buy new cards from the shop, before that it's fairly autopilot which makes sense. I also really enjoyed the fights with multiple waves, but got a bit confused on attack order a few times and dropped my first run from making a mistake on that. Also, are the map/legend tiles based off of anything? They're a bit tough to understand


For the most part, I really did enjoy what you've got here though! From the bits of story we are getting to the core mechanics, this is a really good proof of concept, I'm very amazed at how much you managed to get done in such a short time! Great work :)

As someone who also got stuck on that page, clicking right below the first signature at the bottom of the page on the web version seemed to work for me!

Well, unfortunately for standard logic which would suggest making a scanner an object of sorts that can accept multiple jobs, I made each scanner its own instantiated object and only able to accept one CV, and they spawn at the position of the right scanner unless the left scanner is missing, or a third scanner is unlocked. The left scanner disappearing was one of my least favorite bugs to fix but I thought I had them all, alas. 

Glad you still enjoyed the game! Interacting with the papers was also my favorite part and I spent wayyy to long getting that feeling the way I wanted ^_^

Glad you enjoyed it in spite of the difficult onboarding!

You are 100% right, it should for sure have that extra click in the middle between slow text read and going to the next message. It wouldnt have even been that hard to implement, just slipped my mind. Thank you for the kind words, glad you found the traits funny

I never even thought to test safari for bugs, but I had my hands full with just the chrome and firefox ones haha. Glad you still thought well of it in spite of the issue!

Very good gameplay fundamentals, and most of the balancing is pretty good too, decent idea splitting the game up into levels, otherwise progression would feel so slow if you had to start over from level 1 every time. I do dislike that the shotgun ships AI just runs them into you instead of just blasting you from close range because thematically it doesnt feel right to me that spaceships would do that, but that's just my opinion. I also feel like the shotgun wide spread and long travel distance kind of invalidates aiming and promotes spamming in one direction. But don't let my vague critiques dissuade you, I really enjoyed the game!

It's funny that we had such a similar root idea about repurposing something for jobs, but could not have had more different games! I enjoyed the different reasons on why the animals were good and bad at certain jobs, and thought it was smart to have certain jobs have differing overlapped days so you'd need other candidates for them!

Also how'd you make a leaderboard?!?!

Really would have fit right at home on armor games or newgrounds! It's a simple mechanic but great execution and with lots to interact with I really enjoyed playing

and yes, I did go back and to get all the achievements :)

While I can see you didnt have enough time to do everything you wanted, everything you have done here not only looks great but works really well together! Sad the shop wasnt working, but getting all these shaders working must have been a headache. Even though we both had a text-reading+scrolling style ala animal crossing, its refreshing to see such a different implementation. Great work :)

Well, I've officially made it past day 1 now, though just barely! I still do wish it would tell me what I did wrong when I do something wrong, but the puzzling and order making was still interesting enough for me to give it a few tries :)

I was excited to play this one after seeing your WIPs on the discord! Super bummed about your export bugs :((


 I'll leave a comment and not review now and hopefully if it can be fixed I'll come back and update! And glad to read you're still working on this project, I know the version we are seeing is far from final (or intended) but I can still see a lot of care was put into this

You are so talented i could cry 🥹

Seriously though, if you didnt make such a largely scoped project and just settled on something easy to learn and web exportable I dont doubt you'd place well. Heck, you likely will place well in this jam just from visuals and art alone.

I got a bit lost on the first level which had no enemies and wasnt sure how to leave it, but played like 10 level and I would def wishlist this on steam if that means anything to you! I had to figure out a lot of the things myself (like type advantages, energy rollover, etc) and still am left with many questions like: do i need to follow just one path to the other side of the planet? Why do enemies hurt some but not other enemies? 

But please dont let my vague critiques pull away from what you accomplished in just 9 days. As I said in the start, you are very very talented and this project just oozes your passion for being a dev!

A very interesting take on the theme! 
I think cluing in the player to press E under the googly eyes and other pick-ups might be helpful, I spent a very sad amount of time cleaning all the available space and wondering why i couldnt go under the bed or pickup anything. oopsie! I also expected the roomba to fully drive like a tank, but the easier scheme did make cleaning a bit easier. 

I also feel you'd have a lot more downloads and reviews if you had uploaded a web version to itch instead of a download, but that did not stop me from enjoying it anyways. Ended up with A rank due to my mindless wondering, and honestly cleaning was my favorite part. 

Simple but great execution! Plays like a mario-party minigame, but feels more relaxing (atleast until the belt starts to speed up). But everything here has a high layer of polish, like the physics tuning and responsiveness of the objects. I have nothing to critique for what is here, but I do feel like this just reads like a minigame, there isnt enough other mechanics to keep me engaged for longer than just one run. But with so limited time to make everything, I think this is super well polished and executed!


You hit the nail on the head for some of our hard design choices we didn't really end up with a great answer to.

1) the scanned resumes do disappear, but only after 30s which was likely a bit too lengthy, as the user has already scanned new resumes by then

2) The pop-in on top was, unfortunately, the alternative to pop-in on bottom of the stack, where the user then has to dig under all their existing papers to find it, if they even noticed it spawned. I do wonder if there was an alternative between the two extremes, but we weren't able to implement any in time.

I appreciate the feedback all the same! Thank you for playing

While I enjoyed the music and visuals, I unfortunately could not get past the first level after reading and re-reading the tutorial section on the page.Is there a button or key im supposed to press when i have all the right ingredients in the grinder? Or am i supposed to put the ingredients in, add the cup, and press something to get the bean juice? Unfortunately, I was not able to figure it out :(

Super job slowly scaling up the players difficulty! If i was the dev for your game I would have thought keeping the first few 'hand holding' levels would be too simple for the user, but as the user that with the intro cutscene really solidified my understanding of the mechanics so quickly and without any words! bravo

Not another game tricking me for a time longer than i would like to admit into enjoying math lol

Seriously tho, other than the little onboarding ramp up where im starting to understand (i did just spam click the right option for haggling the first few days...) the loop is really addictive


Unfortunately for my thrifting customers, both Freddy and my digi game are never for sale :) 

Overall loved this game !

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As a puzzle game enjoyer, I liked the setup you have here and would be interested in seeing what further mechanics you would like to implement. The overall gameplay reminds me of into the breach or hoplite (a small and likely unheard of old mobile game with tile+turn based puzzle gameplay).

I'll be sure to revisit to see the improved version! You have are really inspiring to accept the feedback here and still want to do more with the project! Maybe I'll re-release mine with the features I left out for time

Well, you curated great ones then ! They all had me laughing

Sound was an eternal plague of bugs for some reason when exporting to HTTP q.q

The font sound loop was actually dynamic reading not a preset sound file, i think we just needed to adjust the speed of them to sync up a bit better. 
Glad you kept playing even with the slow scanner speeds, I was worried people would see it as a chore and just quit lol

Font being hard to read was an issue when we exported to HTTP but only on some PCs, we tried all the different texture scaling (linear, nearest, inhereted, etc) but nothing managed to fix it, so unfortunately it remain q.q
I'm happy it didnt prevent you from enjoying the game still! thanks :)

Thanks, glad you enjoyed it!


Glad to be apart of the pacifist all farmers gang. I dont know if it was intended or not but its a really fun way to play the game haha

Overall really good take on the survivors-genre that works well with the theme

I love the bones of what you have here and the direction you're going in! I would be super interested to see where you would go or what you would update if you had more time but you have a good feel for bringing things together. 

Also, the TV was my favorite weapon by far, I love that it toggled the screen on and off every hit.

Glad you enjoyed it and you are spot on- quake (and dota) were the inspiration on those!

We had more planned for trait unlocks, such as being tied to achievements, buying in the shop an upgrade to add known traits randomly on top of job experience, and others but we ran out of time implementing it all and tried to focus on polishing what we had instead. 

As far as the hanging goes, sorry that happened. Optimization and resource allocation is really out of the scope of my knowledge as im still a fledgling godot-er, but I'll be sure to keep it in mind for future projects. The downloadable/ native godot version appeared very stable, but I did  not test for long enough on the web export for performance issues. 

Either way, thanks for the kind words :)

I really enjoyed the idea and mechanics, but I did leave wanting for more, be it enemy density, challenge, or just more content. Maybe the high quality opening set my expectations a bit high haha. I wasn't sure what the point of the credits were, but I did still have a blast trying to make the biggest franken-ship possible, your gameplay on its own is intrinsically enjoyable. 

Overall extremely well done!


Thank you :)
Donating to CEO was actually a last-hour pivot when we realized that we couldn't implement the feature for that button in time, but the UI would look off if we didn't have anything there. Sometimes good ideas are accidents lol

The opening animations really fit the overall aesthetic of the game, which really solidified it's interpretation of the theme. I appreciate the sandbox-ness of this, correctness of letters or not, just making cutouts is enjoyable on it's own. It seems like you really enjoyed making all the magazines to snip from, and that's well reflected in the game :)

How are y'all in the same jam as me? 😭 Seriously, this is such a nice game to have finished in a week. I'm not sure if i just managed somehow or if the difficulty is scaled well down but I made all 7 jumps on my first try. Likely I only got that far from the informative tutorial that I don't just have to read a wall of text for -- really neat idea, and you delivered exposition in it too. 

I really liked computer screen interaction system, with pressing a button to free the mouse, it was an extremely clever way to get around the normal 'press BUTTON to open', and kept me in the flow of running in circles sucking up tetras as opposing to opening menu after menu. I wish i had thought of something like that for my game, I'm jealous. It did feel like it took a bit to get going, but that did also give me a chance to look at the environment and not need to restart the game due to not knowing how the mechanics worked the first time. 

I feel like I've been tricked into doing clerical work for nearly 20 minutes and I'm not upset about it at all lol. I don't know how you managed to make that entertaining but well done! Also surprised you made ctrl + z work 

the tutorial was a very very rushed job that could have been improved for sure

shapes left on the ground disappear and will be subtracted from your finished quota. While there is a sound effect for them disappearing, I could have done a better job in showing that it subtracted from your score

thank you for the compliments and enjoying the game :)

I'm getting a lottery ticket since it took me three attempts to pop the balloon, with the 2nd one where I grabbed every item I could lol. Fun clicker game :)

I'm getting a lottery ticket since it took me three attempts to pop the balloon, with the 2nd one where I grabbed every item I could lol. Fun clicker game :)

it took me a bit to understand i have to whistle /interact near the birds for them to cross but other than that the game looks great

thank you for making this

simple premise that was well executed. I also found a bug  feature that lets you fall through platforms when shooting