Thank you so much, I'm glad you've enjoyed! I've got a whole bunch of new stuff planned soon!
Big Boy Games
Creator of
Recent community posts
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.
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 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.
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!










