"Only after completing a few levels did I realize you didn't have to complete the loop :D" This wasn't completely intentional :) Early on we wanted to penalize not-completing the loop (with no-points or maybe 25% of the points), but then we had the idea of adding a "No-loop" ticket so you can create specific no-loop builds. And in the end we didn't implement any of it and realized that after we submitted our game :) Will definitely change in a post-jam version!
calsmurf2904
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We have a whole Trello board with all kinds of polishing tickets still on it :) Our initial version didn't play very well so we needed to make some drastic changes halfway through, so we had to skip a lot of the polishing we wanted to do sadly :(
In a new version we'll try to balance it more (we wanted the cards to feel more powerful), add a small tutorial, way more cards and a lot of polishing.
Thanks for the comment!
Yea we hoped that the controls felt intuitive enough to play. We had a small tutorial planned to explain some controls (like right-click to change station direction, which isn't the most obvious button) but failed to implement it due to time constraints. We'll add that after the voting period has ended :)
What a great game! It looks so simple but it quickly gets very complex. I got pretty far I think....one thing that I found a bit strange was that sometimes rules were crossed off that I didn't even do. Like it said no planks on the grass when I was cutting trees. Maybe there is a bug there somewhere? Not really a breaking bug or anything, it just meant that sometimes I could do the same thing two times in a row (I assumed this wasn't the intention).
Also you might want to change the embed size on your itch.io page. The embed is really large but the actual viewport isn't very big.
Really fun idea! My goldfish brain had some issues remembering the lines of each recording, but that solved itself after a few tries. Maybe some kind of hover effect or something over the recording to show what the recording is? A minor point though, the game plays really well and the puzzles are well made, good job!
We debated doing tracks & crossings instead of tracks & corners, but we rewrote the whole track system last night so we didn't have enough time to also implement crossings there. So tracks & corners it is :). Maybe in a future version we'll revisit it and think of some new combo's (we were also considering tracks, crossing, bridges over water and such if we had more time). Thanks for the comment!
Game ran perfectly here (Firefox, Linux), game was pretty good. At first I had some trouble getting the hang of it but after a few loops I understood it way better. One of the issues I had was that I got a challenge to spend an SP to upgrade a skill or passive, but I didn't know how to get one (maybe I'm just stupid..). Maybe this could be made a bit clearer? Overall it was fun to play, and the higher levels were challenging enough. Good job!
Thanks for the comment! It was actually our artist's (Silthas) first time doing pixel-art (he downloaded aseprite 2 days before the jam, he is a UX/UI designer in real life which is funny because one thing where we are lacking a bit is on the UX/UI design) and we are super proud of the end results. It looks so good :)
Thanks for the advice! We actually already had that flag set on itch. I have made a version locally that doesn't use GPUParticles or extensions so I can build a version without thread and extension support enabled. This seems to help with performance and compatibility a bit but I'll upload this build after the two weeks period have ended :) Hopefully the windows version worked well, I exported it from Linux and could only test it in Wine beforehand
Wow thanks for the detailed feedback! We had some issues during development causing us to lose some time, so almost all UI stuff went to "Nice to have" instead of "Must have". For example, we wanted to add a crosshair, change how to switch between buildings instead of what we have now, also give hotel a way to switch directions, add more instructions etc. We also had our sound guy drop-out pretty early on so we really missed out there sadly :/
You can actually upgrade all the buildings but they are unlocked for that specific building only. That way you can for example choose the right tree with one fire station and the left tree with another. (My favourite to upgrade is Bowling Alley, it has some stupid funny upgrades near the end). We also had planned some more upgrades (our initial game idea was even that after X amount of waves everything you have build would combine into a giant Mech).
Anyway, thanks for the feedback! We'll probably make some improvements after the two weeks period has ended
Hey just wanted to let you know that the web version has some scaling issues for me. When initially starting I get the godot loading screen and then just a black screen with the audio but when resizing the window a bit I can see it rendering something. I haven't rated the game (I can't even play it) but I'll update this if it gets fixed. Sorry!


