thanks for playing our game! :)
Id check out your game when I have time 🤗
Thank you so much for playing our game!! 🤗 And to give good feedback helps understand the player’s POV. 😊
Yeah the jumping/farting meter could be tweaked to actually feel like there is pressure built up.
I originally thought of holding space for charging via small, medium, and large jump. Very much like Jump King. To actually feel the force and pressure.
Then over time our programmer just decides to do a hold and release mechanic instead.
Due to workload so we didnt have much time to playtest. I was very focus on getting all the 3D environments layouts and just pushing for a “working core game”. 🤣🤣
“ Please move the frog a bit at the beginning of the game, where it currently sits in the bean can. This confuses me,”
Did you meant where the frog was spawned in the beginning? I place him in the empty bean can for environmental storytelling. Visually the frog exit out of the can means he finished the beans.
Couldve add a burp sound when the game start and stomach rumble to imply frog has stomach ache 😭 Missed a very big game clarity here*
Also the frog inside the can as a spawn. Is pretty modular. We can drop him anywhere like in a magma filled volcano to icey tundra (not frog’s habitat and journey to pond). He just exist out of the can.
“Out of Place” going with the theme “Medieval Knight in Cyber City” Is another part of the concept but I figured that would be too much assets. 2 sets of 3D environment theme from scratch 😭 hell nah
oh yeah the frog took a poo poo at a volcano and the gas built up and exploded.
The frog was supposed to go to space like in Getting Over It. So he flies through space like a rocket because the fire ignited the fart. While flying we can see the clouds, moon, the ISS, and maybe you dodge asteroids? xD
thanks for playing :”)
Very cool stylish art and works well in the office theme. All of the assets seems to be handmade which is very neat. Mb for being harsh I only act this way bc the games has very good potential :>
For the gameplay, it apparently took me 16+ minutes to finish the game. To print out all of the 20 pages. I printed 21 in fact and I thought the game would be over. I have to wait like 2-3 more minutes for the clock to time out. I think a small game like this with a repetitive task would be best around 5-6 minutes.
I think the monotonous part of doing repetitive task being in a corporates machine fits the narrative of the gameplay and it works on paper.
But playing the game is a bit rough 😭😭😭. Everything about this game is slow on the player’s experience pov like the dialog text which I can’t really skip it. To stand and wait to print a single page. It slows down the pace of the game by a lot. Maybe when the printer is printing. The player can leave to do other task and to retrieve the page. It’s as if the player is suffering as much as the character.
The irony is this game is about speed but is the slowest game 😭
I think to make the monotonous task more interesting and engaging. Is to have small events that happens to break the predictable task. To have unpredictable environment hazard. Could happen after like 3+ pages and it gets crazier. Machine breaking, janior spilled water on the floor (slipping on water causes effects), etc. Something that makes the character miserable but doesn’t hinder player experience and they can even laugh at how tragic the character is. Also ways to speed up the game like printing out 2x the pages.
I do like how there is strategy in the core gameplay. By incentivizing the player to mid-max the optimal route work desk> coffee>printer>boss and you loop it. The coffee mechanic ties the urgency of the game together and it’s very important to maintain the speed. Drinking too much coffee has a heart burn penalty which is neat touch :)
I notice there is a challenge to talk to like 25+ something NPCs and I really don’t feel like it because it’s a pain to sit through all of the slow dialog and I don’t get rewarded 😭😭😭. So maybe the player can be rewarded? Like coworker helping out or giving gifts that have effect?
Oh also in the beginning I don’t know who to give the paper to as all of the cat looks the same. Maybe have the boss be a big cat or have different color scheme than the duplicate NPCs. Even though the boss has the biggest desk. It would be more clear to identify he is more important by having imposing character design.

Yeah we Should’ve programmed the hitbox to be inside the outhouse. When player reaches outside of map boundary and touches the cut scene. The game freezes for like 2 seconds to do the animation. But since you’re not inside it feels like a bug and glitch.
Also apparently the player can fly by tapping [space] instead of holding it LMAO. In the next iteration when player reaches out of bounds it should teleports the player to nearest route to guide them.
Thanks for playing :)
Wow very cool game. Reminds me of the creator of Inscription and Pony Island. Where the game narrative gets progressively weird and breaks the 4th wall. The game is difficult at times but I like how it accommodates the player by making it easier to progress each time they die. Like deleting enemies and freezing them. Is really neat :)
The concept is simple. Which is good because it is easy to understand. You have a list of items and get them from the shelf within X time frame.
Execution wise, the player is spawned outside which slows down the pace of the game. Since it’s like a grabbing game. Why not have the player already inside of the store and you hit a start button. Like those Mr. Beast videos lmaooo
The items in the shelf could be organized more like in an actual grocery store that is separated by produce, diary, kitchenware, etc. Some of the items are very random which causes frustration and this is amplified by the short 60 seconds timer and lag. Items can be bunched up like bunch of carrots in carrots basket.
I think the lag is due to the amount of duplicate assets that are in the game. Maybe you can scale the store down to make it smaller. You can still find items in smaller scale. Like referencing a page out of I Spy books. Which are confined in a [small area] but just has more visual noise to keep the eye for searching.
In comparison, your 3D store is like a maze and the player has to memorize the layout which is tough for playing first time.
This is game is actually very fun! Crashing into things to get your items. It feels very good controlling the cart in high velocity.
The third person camera could be improved by zooming out more and maybe using the LMB to control the camera 360 degrees. Right now it is locked in one angle which causes me not to see my surroundings.
This game has potential. I enjoy the wacky characters and there seems to be a moral story about a sick patient which is intriguing to learn more about it.
Gameplay can be improved by having a balanced out level design. All of the scattered and floating geometry makes it a bit frustrating to navigate. Sometimes I get softlocked in some areas because I’m stuck on an island and I can’t really jump far. With the added the ticking clock makes it very tough.
Maybe more walkable terrain and a clearer path that guides the player would be nice :) Right now it feels like a open world without sense of direction. Maybe have some areas that prevents player from walking into and lead them to point A to B using environment storytelling. Some kind of invisible arrows or physical forces that points a direction.
Wow very cool game. Reminds me of the creator of Inscription and Pony Island. Where the game narrative gets progressively weird and breaks the 4th wall.
The game is difficult at times but I like how it accommodates the player by making it easier to progress each time they die. Like deleting enemies and freezing them. Is really neat :)
I really like the visual art style and gameplay. Although I find it hard to play because the long ranged enemies can just spam bananas at you and the hit box is sometimes hard to hit.
What if you added a special meter and it builds up when you attack an enemy? You can heal from the special meter by charging in place or spend the special meter for an AoE attack (like in Hollow Knight). Maybe Mouse is on a bike and she charges into the enemies from the left in a straight line as a special Aoe Attack?
I choked on you guy's game for at least 100 times ngl I spent like 40 minutes trying to pass the first 5 blocks LMAOOOOO
the control on acceleration and deceleration is very clean. This game has a lot of skill expression with timing and the use of camera to help with dodging the blocks. It's addicting because I want to get pass the stage and when I do I feel rewarded.