Thank you so much for the last minute rate!
Very glad to hear you think it has potential, if only we had more time for polish, 3 days is not all the much :D
BoxStudios
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oh?, Now that's a bug we havent encountered yet, I guess we will have to do some more testing, and if we like it we can consider it a mechanic :)
For the confusion about the height and distance we seem to be getting a lot of notices about that. This is probably mainly due to the lack of shadows, for any future updates im already coming up with clever ways to make it more apperent (im not sure inwant shadows, quite like the bright pastel theme)
Thank you for the quick and concise comment!
I whipped up a quick cell shader for this, would like to add some contact shadows and other details for better clarity but its pretty decent as is. Water was honestly pretty simple too, yet quite effective. - the main difficulty was in choosing the color palette :D
For the transitions, the plan was to have all the pals jump and run around from excitement, but that wasn't completed in time properly so we are left with a long wait time with nothing interesting happening. So you are absolutely right, we should have made less of a wait time.
Thank you for the comment!
That is a positive take on the followers being "useless". What i mean is we wanted to make them more integral to the gameplay with bridging and stepping mechanics, and any extra monkeys you save add to your points. So you must use the monkey bridges sparingly as you are sacrificing your loyal followers!
Of course we ran out of time for that, so now they are just for points and the thrill of the challenge. I appreciate that you see the positive in this time management mistake :D
Thanks for the honest review.
For sure we agree about the monkeys not having a real use, we wanted to have a bridge mechanic that allows you to cross 2 block wide gaps and nerf the jumping or entirely remove it, relying on the followers to cross gaps. The followers would sacrifice themselves to make a body bridge.
And another mechanic where the monkey can give you a boost up a cliff to go up one tile, kinda like just a step.
Unfortunately we ran out of time and had to just use them as a points system rather then an integral game mechanic. But if you dare complete each level saving all the monkey you will certainly find it challenging! (Due to some bugs not all levels are possoble to save them all)
Edit. About the animations it was quite a fuss hah, as our programmer waisted almost half a day on the animations alone trying g to get root motion to work, then scraping that as it wouldn't work and switched to a blend tree... which caused even more problems... and in the end used the simplest of approaches with no transitions by force calling it. So in short the final animation setup had to be rushed as we waisted enough time as it was. But hey, at least we managed to make it playable:D
Absolutely no room for error on that last level, one single missed jump and you're done. The jumping sounds get a bit repetitive over time so i recommend adding some pitch randomness to fix that.
I love a good challenge and oh boy did this deliver, i had to commit most of the levels to muscle memory to get past them. At this point i just want more levels for me to struggle on :D
Amazing job!
Love the reminiscent classic btd monkey sprite (not sure if that was your inspiration but it reminded me of it and i love it). Generally the gameplay could use a little more content and maybe some explanation on what some of the upgrades do via text. But regardless i had plenty of fun getting as far as i could :D
The sensitivity was very low, a mouse sensitivity slider would help a lot. Also visuals are a huge part of any game - its the first thing that anyone will notice. Im only the programmer of my team, so when I do a solo project, I'll usually use free assets from the unity asset store (Theres a lot of free ones you can use and they're pretty good).
A menu button and exit game button would be nice to have in the death screen as well since I otherwise have to Alt+F4.
Capturing the pals also didn't seem to work.
Lastly, The Pals would attack very quickly, not giving much time for me to react.
Don't worry about it too much, just keep making games and you'll naturally get better as you study and program more!
I was NOT expecting that grinder. I thought it would be a cute game about Palchinkos... alas i was mistaken. I absolutely love the contrast between cure and brutal, and best of all you can just keep this game running in the background while interacting with it occasionally. I think this game has tons of potential with more expansions, better mines upgrades etc. allowing you to achieve even greater heights!
Great job, love it!
I spent way too much time on this. Trying to get a max score is just so complicated (Damdee).
At first i was trying to get as far as possible but alas that is not the strategy, as the score seems to reset at the beginning of each round, you want to die as close to the end as possible of the furthest round you can get to.
I got almost 800 points in one run, but had only 1 hp for the next round, and it gave me only ~300 or so.
At first this point system frustrated me as i had a good run but scored so low, but then it opened up a whole new strategy for me where i deliberately didn't buy some upgrades just to take more damage so i die at the right time. Unfortunately there was too much RNG and after spending hours getting the perfect run.. my very first one was the best hah - (i might still give it a few more hours to hit the god run :D )
Out of all the games i played this the longest, al because of the leaderboard
It was all fleshed out really well, didnt encounter any bugs at all (or at least didnt notice any), and the art is just phenomenal! - love the kimono like dress on the female monkey. And just how well thought out each character and their designs matching their attack patterns - the calm and meditated one waiting for the right time to strike and the speedster an absolute spam. Awesome job!
Fast shooting weapons are king, Every time i chose the anime canon or the explosive bananas i would die that same round as the stun just isnt there. The bananasplosion could do with a larger radius as its impossible to hit. That said I tried getting as far as i could and had a great time doing so :D
Love the tower defense, always dreamed of making one myself but never got to it. Im not sure what dave does... but i think he's a bit crazy.
Had plenty of fun getting as far as i can but you just get so overwhelmed so fast and i cant move them all in time, i think it would be cool if there was a pal that united the pals, making the ones within range move in unison (just throwing ideas out there)
all in all great job!






