Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Big Boy Games

39
Posts
62
Followers
14
Following
A member registered Sep 27, 2017 · View creator page →

Creator of

Recent community posts

Thank you so much, I'm glad you've enjoyed! I've got a whole bunch of new stuff planned soon!

Very glad to hear!

Right now weather only affects your catch speed. Though in the future, I want to attach different preferred weather types to each fish (so like goldfish are most common in sunny weather for example).

Very glad you've enjoyed, more content is on the way!

We don’t have the soundtrack posted anywhere right now, but I can start looking into that!


Right now, casting position doesn’t matter. Though soon I want to add in both water depth, and bubble columns that show up that you can cast onto.

Thank you for letting me know. I’ll be looking into why this seems to happen for web only.

The demo will remain free forever for everyone here on itch. Buying the full game is a way for people to support the work I do.

And the way I see it, it's the best way to make development sustainable. It means I never have to consider other methods of monetization, like microtransactions or ads.

I'll be adding those catch rates into the game inside of the fishpedia soon, since it would definitely be a great thing to see how likely a fish is. Otherwise all the values are pretty random, but legendary fish are usually around a 1% drop rate.

Right now the improved bait upgrade only changes catch rate, though I have some plans on how to make that mechanic a lot more interesting. I've thought about adding in different types of lures, that give you different abilities when fishing. Like one that only catches big fish, or one that increases the chance for legendary fish. That way people have a lot more control over what fish they're trying to catch.

(1 edit)

Thanks for the feedback. I can look into a feature like that (maybe a toggle to enable upgrades for all tanks at once?)

Also I’ve been looking into fixing some web-specific issues. Hopefully problems like those will start to disappear soon!

Thanks, glad you’ve enjoyed! There’s a ton more customization on the way (facial hair + facial accessories), and bunch of other content!

I’ll be looking into an addition to the tutorial to better explain the process of fishing

Thank you so much!

I really enjoyed v0.8, but personally v0.9 has ruined a lot of what I enjoyed so much about this game. There's a ton of things I think really need some big reworks, or at the bare minimum, ways to disable them completely.

Coordinate towers seem kind of extra, and just makes searching for signals more arduous and time-consuming. It takes so long to position them that most of the time, my signal disappears before they're positioned, which is super frustrating. And having to fix the towers (and buy fuses) just adds more busywork to the game. My favorite part of this game is just goofing around and exploring, so every update that just gives me more chores to do takes away the best part for me. Triangulation would be fine if coordinate towers don't need repairing, and moving the markers was significantly faster.

The tutorial is riddled with issues, and it takes forever to work through. Why make the player sit and wait through the signal processing and downloading? Just speed it up so it only takes a few seconds. I cant even walk around since the game yells at you when you leave the area. The tutorial is not the place for waiting around.

And on the topic of the tutorial, the new controls just seem like more of a hassle than anything. Every action takes longer now. I honestly think held and grab modes should just be merged into one, since both just seems like a lot of extra mechanics and keybinds people need to understand and differentiate. Simplicity is king.

Why is there a weird darkness filter in the basement? My flashlight ran out down there, and essentially softlocked my game since it was pitch black. It should have at least a tiny bit of ambient lighting, or some sort of glow around the player.

My game is running very poorly compared to last build, even with settings all brought down to minimum. I'm not running on particularly slow hardware (rtx 3080ti, ryzen 3900xt) so it was a little frustrating.

And more on the topic of busywork, everything is more expensive and harder now. The ATV requires a bunch of replacement parts all the time, so that's just more time spent fixing things, more money needed, and less fun goofing around. Stuff like physical server upgrades are fine, but its a strange thing to focus time on when it doesn't really change much for gameplay, and takes more time to upgrade things.

It was a really disappointing experience playing through, since I really love a lot of what VOTV has to offer. Discovering new things and events, a cool map to drive around and explore, easter eggs and secrets, tons of items to buy and mess with. I want more of that stuff, not just more mechanics thrown in just "because". I really like the art direction with the new update, and a lot of models and textures have seen some really nice improvements. I can only hope that these things are all still subject to change, because I want to enjoy this game, and in its current state, I am not.

Thanks for trying the game out, I appreciate it!

Thanks so much for trying out the game! I ended up disqualifying my game since the jam was ranked and had a reward, so I thought it wouldn't make much sense if I ended up winning my own reward lol. But I hopefully at some point later down the line I can come back to pizza pit and add a bunch more content.

Hey thanks for trying it out!

(1 edit)

It doesn't do anything right now, just more of a fun final upgrade, but if people want me to keep working on this game, then I could definitely add some real functionality

Lol yeah I forgot to add it before I uploaded it.

Thanks for the feedback, I really appreciate it! I totally agree with all your points. We didn't allocate enough time balancing some of the things you mentioned, but we will definitely address all that in a future update.

I enjoyed the game, I think season switching opens up all sorts of possibilities for tower strategies. The lifespan on towers seems unnecessary. I would rather have them be permanent, and have the ability to remove them with a dedicated tool. Overall good work!

I had a lot of fun trying this one out. My only problem with it is that sometimes it feels like you're just spinning the wheel until you get a combo of modifiers that's possible. I think having some modifiers being mutually exclusive would be a good idea, and maybe decreasing the amount active at one time. Otherwise I really enjoyed the clean artstyle and sound design. Good work!

Out of all the games from this jam I've tried out, I think this one is one of the best. It's like having three games in one, and your team also killed it with the art styles. So great work! The concept of progressing in one game to help in another is a really cool concept.

I think with a bit more polish, you could have something really awesome on your hands. I did unfortunately run into an issue where I got stuck in some crates on Sunken Fear, which softlocked the game. A respawn button somewhere would be nice incase of any issues like that. I could definitely see this game going somewhere after the jam though.

I really like the idea of switching between modes with different abilities. It kind of reminds me of Mega Man, and having to switch to different abilities to solve problems.

I found switching modes on keyboard and mouse to be unwieldy. I think for any kind of radial menu on desktop (without a controller), being able to select with the mouse should be standard. Because of that, I had a hard time switching modes fast enough, especially given the limited time. Regardless it's a cool idea and I have to appreciate the work to add all those different modes and sounds.

I like the idea. I think it definitely does ramp up in difficulty a little too fast. Starting out with some dead obvious levels would be good just so the player can get used to things a bit before it gets hard. It was also difficult to remember based on just shapes and colors alone. Swapping out that for something more familiar (like objects or people) could make it feel more natural.

I really like the concept of this one. Taking the idea of linux commands and using them to solve a puzzle is a neat idea. I had difficulty trying to figure out the correct combo of commands however, since setting the target and navigation mode to target didn't seem to work for me. If that isn't a bug, then I think there should be a tiny bit more guidance on what else is required. Great work though!

I had trouble getting the game to load properly, and unfortunately couldn't try it out. But good work getting something submitted on time!

Interesting concept, all the different mini games makes gameplay stay pretty fresh throughout. Good work!

A fun little racing game, I like the risk/reward premise for the racing.

Nice idea, it was pretty fun to run through. I did find the fact that I couldn't strafe to be a bit frustrating. Some more visual indication on things (where you place buttons, settings for the last part etc.) would be a welcome addition. Good work though, thanks for sharing!

I like the concept! Definitely fits the role reversal theme. You also did a great job with the overall design of the envrionment, it looks pretty nice. Would always be nice to have a little more complexity in terms of gameplay, but pretty solid!

Thank you! We hope to add more content sometime in the future after the gamejam is over.

Thank you very much!

Thanks!

Thank you! We appreciate the kind comments.

When running the game in fullscreen (using chrome), the text displaying the price for roads and current money is invisible. It reappears after getting out of fullscreen however. I'd be happy to give out any more helpful information you might need from me to get to the root of the issue. 

I liked the concept and the presentation. I think just a few changes would be welcome though. I found tanks going down uncompleted paths to be a bit annoying at times. It could also be an issue with the HTML version, but I wasn't able to see text on screen either.

I really enjoyed the experience. It was polished and the puzzles were simple and effective. Great work!

I had a good time trying this one out. Pretty clever idea, and really well executed. Feels smooth and great to play.

Love the concept, not something I would have initially thought of!