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Celestial Toast

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A member registered Jul 01, 2015 · View creator page →

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Gotcha, that's kinda what I was getting at with the pool of items thing. Thanks for the explanation!

This kind of confuses me even more because all of the items I bought were already available in the pool. In fact, I don't recall seeing any item that wasn't already rollable? Does this mean like, if the rollable items include "5 bananas, 4 coins, 3 eyes, 2 flowers" etc, by buying items, I've increased the number of that item in the pool?

This was a neat experience! I liked the art, it was super expressive and I loved the little details, like the google searches, half being Bean's history and the others being general suggestions, little things like that add so much personality. Boss' design was great too. I got one ending and then just clicked the button for the other one - I appreciate being able to get it without having to roll for it again. I didn't understand what the purpose of the shop was, though? It told me not to purchase the eyes, for example, so I went ahead and purchased three eyes. Nothing happened. I purchased a fourth. Then somehow I triggered the other ending instead. The other things I purchased (like a banana and a coin) didn't seem to improve my odds or winnings either.

Thank you so much!! Huh, it didn't occur to me to have an "already done" visual indicator, I'll keep that in mind! And it would be interesting to see how I could implement a note-taking feature, allowing you to jot down whatever you want. Interesting! I'm glad you liked the visuals and the story, and thanks for the feedback!

Thanks for the feedback! I tried to make the inputs fairly flexible (like for most of them, as long as the input includes a certain word like paper, book, etc it works) but yeah, you can't always predict what words people will use, so I'm trying to go for a more point-and-click style. As for dying for going to the past too often, it can be avoided as long as one visits the windmill often enough! I tried to hint at that when you visit the past and Ferris' note says his childhood memories with the tulips helped ease his mind. You can say it's there for lore reasons rather than tension-building I suppose? I definitely plan to explore the side-effects and why they happen more in upcoming parts.

Art? Excellent. Theme? Excellent. Implementation? Also excellent. I've been looking for a game inspired by "spinning the narrative" that actually makes use of that premise, and this nailed it! I loved that I could just collect a variety of words and then mash them up to make whatever I wanted, but there was still a score I could aim for if I wanted. This was super polished too.

This was a funny little game! And I liked that you could add your own events that had a chance to come up. The witnesses were funny too. My round playing kinda ended earlier than I expected, probably just down to luck? Mary got custody in this run, good for her. What a legend, working 14 jobs and buying Amazoon.

I like the visuals, the idea of a cotton candy spinning game, and the potential variety of syrups and upgrades! I read the comments saying this doesn't work on Firefox after giving it a go myself and getting a bit stumped, so I downloaded it to try. Unfortunately, seems the Windows download version doesn't work either, in the same exact way it doesn't on Firefox. So I gave it one final try in Chrome just to see what the cotton candy looks like. It...didn't work there either. The cones kept changing colors, all my syrup would get used up, and no cotton candy in sight. But it was working for some of the commenters here so I guess on some mysterious browser it works?? Or is it the Linux download? It's a bit unfortunate, because this is quite a creative premise!

This was a fun experience! This would be great expanded into multiple scenarios in multiple such banks. I have mixed feelings on being try again immediately on questions I got wrong (rather, the lack of consequences since you can't really fail the whole thing). On the one hand, it did allow me to mess around and hear some responses to wrong answers, on the other I didn't feel compelled to actually observe very closely since it came down to a bit of trial and error. One way the memory part of it could be more meaningful while still allowing the questions to be retried individually, would be to integrate it more in the heist process itself. In an expanded version, I can see that being a neat feature: needing to observe during the day to carry out the perfect heist at night.

The visuals are really good and really match the theme well! And the game seems to be working just fine for others, so I'm not sure why, but mine has gotten stuck I think. It says "showdown [F]" but no matter how many times I press F it doesn't do anything. Oh, also there's a bit of a bug I noticed, when you click on a circle part of the inner color wheel, the chip automatically goes to the 4 in the outer wheel (on the left side).

This was so delightful!! The art is beautiful (well, not the stuff I did, but I had fun doing it!), I love just how much variety there is and the little animations are great! The whole experience feels polished and way more detailed than I expected, and I didn't run into any issues along the way either. The number of tools available was impressive too! Excellent 10/10. I'll be playing this again just to mess around with what I can do. If you ever make a bigger version I'd be first in line to get it.

This game has a nice aesthetic to it, and I like the idea of watchmaking! As it is though, it doesn't really have any gameplay, since all we do is drag and drop the pieces given to us and they snap into place. For even the bare minimum, we'd need to be able to choose watch face and handle styles to match orders. I look forward to where you'll go with this!

I love the vibe of this game! All the little cat creatures are cute and mysterious, and everything has a bit of a surreal feel to it since it's mostly all blue. I progressed enough to find all the sticks and hand them to the green cat. The spinning doesn't work smoothly enough to complete the stick mini-game within 15 seconds, so I gave that up after a few tries. I'm not sure what the eyes on the wall/gate are about, but I was able to spin destroy/pick up (I donno which action got applied there) the one on the wall near the first cat, but not the one on the gate near the purple cat. No matter how many spin angles I tried the second one wouldn't get interacted with (and I was able to walk right through the gate as if it wasn't there, so this might be the reason). Second, the brown gates you spin-break all regenerate as soon as you leave the area and come back. This, combined with a slight tediousness of the spin mechanic, kinda discouraged me from going back to an area to try again (the area with the purple cat and the brown gates in the maze, to be specific, but this would apply to any area). With these fixes though, I think this game could really be something special! I quite liked what I played!!

Also I concur with grumpyCanine that the in-game kitty would make for a very appealing cover. The current cover doesn't do your game's beautiful art justice! Seeing the screenshots is what made me decide to try it, after all.

I gave this a shot and I was able to get through the process of making a dish and after a bit also figured out I needed to plate it before serving, but when I moved the dish to the customer it just got stuck there. I'm tryna serve grandma her nigiri and she's covered in it now since I just kept making more and sticking them on her hoping it'd trigger the "serving". I tried placing it in front of her but that didn't work either (it didn't get stuck, but it didn't do anything). I tried with other customers and it's the same. The art is really nice so if you let me know what I'm missing and how to serve a customer I'll give it another go!

A very nice clicker game! It looks really polished, flows well, and doesn't take too long to complete. I like that the lucky multiplier kept the clicking relevant, otherwise in a lot of clickers it's usually just meaningful until you can quickly upgrade idle ways of gathering. Just a note: at the end, it got stuck in a loop and kept replaying the ending dialogue. This did allow me to immediately try both options so I'm not complaining, but I thought I'd point it out anyway. This is for the browser version.

Thank you so much!! I'm glad you enjoyed it! And the scissors was just "scissors". There's nothing else for that one, not "bloody scissors" or anything, just scissors. (I ran back to my code to make sure I didn't make a spelling mistake and thankfully I didn't lmao) I'm definitely trying to find better ways of presenting my puzzles going forward though, cuz definitely an open-ended textbox can be rough.

That'd be cool! I'd love to get more info on it! And I'll give that other game a go, I'm glad you pointed it out to me!

A fun little game!! I enjoyed it. I didn't know what to do in the room after hitting 1000 though. It seemed like there was something to do? Couldn't figure out how (or if we're able to) go through either of the doors. 

It's a decent premise for a game! I'm not sure what each part of the circle represented though. Also this is probably just a visual bug because it didn't seem to actually shorten the enemy's life, but if I click on the enemy's health bar, I can physically change the red health level to be higher or lower, which was kinda funny. There's a lot you can experiment with this idea though, so good luck with that! Beyond the fighting, it could be interesting if there were abilities that changed the odds of certain colors, like made them take up more or less space in the wheel.

Wow, another person with the "spinning back time to solve crime" idea! Though we both had vastly different approaches in basically every way, which is also interesting. I like the concept and the execution is pretty neat! The art is charming and the puzzles are solid. I'm wondering though, is it on purpose that the bad guy may not do the same thing every time? So for example, in level 2, there's one vase on the left and one on the right. Mostly he'd go for the one on the right first which makes sense, but once he went for the left first. Once he shoved the vase so far out it went way past the guy we're saving. And those were just the biggest variations, but there were smaller differences too, in the timing of when the vase fell.

I like the vibe! The premise is neat, and I love seeing people put Renpy to creative use. Actually, this is rather exciting to see because I've wanted to try point-and-click gameplay in Renpy, how did you get that to happen? The art is nice and I like the descriptions for the various medicines one can choose. Currently, it seems you can only choose one, and it won't go any further than that, but also there's a bug that causes some clicks to take you to the starting menu. You might also want to not have the visiting character visible until they actually arrive! I spent half the scene thinking that sprite was Ketdal. I only realized it wasn't because of the mention of the rash.

I see the vision. The premise is fun and I quite liked the letter from the boss! And it was fun throwing the businessmen off the spinning disk. It's kinda funny to think of a random company newbie having the power of a god to overlook the floor from a bird's-eye view and mass-eliminate people. I'm not sure if there were meant to be a second enemy type, the "manager", or these were all managers, but I don't think I encountered any secondary enemy type. The art is super charming! I see from your other replies that you're planning on building something more off of this, so good luck with that! There's definitely a seed of something neat here. It'd also be fun to integrate some whack company lore in the game too.

Thank you! I'm really glad you liked it! And yeah I did have movement as sort of a "stretch goal" in mind if I had time, so that's something I wanna try adding in going forward.

Thank you so much! I'm so glad you enjoyed it!!

This is a fun and creative idea! I like the presentation and the art style. There's a few things I wanted to mention though: twice I lost because I did *too* good, which is rather odd. Both times, I got a good roll on a kick and knocked the prez out in 1-2 turns, and I was told I lost because the spin doctor "didn't spin enough". That feels like I'm being punished for doing well. Second, the levels are so similar I didn't realize when it restarted, it restarted me from level 1. I think it'd be interesting to be allowed to upgrade attacks, or add abilities to influence the odds of a good roll. Lastly, when I hit escape and selected "main menu", it kept restarting instead.

A fun game! I like the premise and the variety in both enemies and weapons one can end up with.

Like, for example, if the headlines you caught in a circle then let you make up a PR statement to "spin" it. Maybe with a selection of available prompts, and taking it further, there could even be public reaction to the PR statements: some prompts have better odds than others, but you could spin for that too. So then it's not just about catching as many headlines as possible, but getting the highest public approval for Mr. Clumsy.

A very fun little game! I love the art/general aesthetic, the creativity, and the ability to choose your next guest at every level. The fire added a bit of challenge, though since there weren't any actual stakes, it was also a bit easy to ignore? I think if there was a death counter and you had to keep your deaths low it'd actually make the fire matter.

I quite like the concept of the game! It's a creative take on "spinning". I had trouble with the circle-drawing - it kept freezing slightly, almost consistently at 3/4th of the circle drawn. I also felt it was a bit of a shame I didn't have time to read the headlines passing by, that would've been a fun way to immerse myself in the premise of the game. I think the game would've still been challenging enough even if the headlines passed by just a tiiiiiiny bit slower, just long enough to read what they are. (Also, this would be a completely different game so this is just a side note: a game where you actually spin a narrative for Mr. Clumsy based on given incidents would be very fun)

I quite like the concept of the game! It's a creative take on "spinning". I had trouble with the circle-drawing - it kept freezing slightly, almost consistently at 3/4th of the circle drawn. I also felt it was a bit of a shame I didn't have time to read the headlines passing by, that would've been a fun way to immerse myself in the premise of the game. I think the game would've still been challenging enough even if the headlines passed by just a tiiiiiiny bit slower, just long enough to read what they are. (Also, this would be a completely different game so this is just a side note: a game where you actually spin a narrative for Mr. Clumsy based on given incidents would be very fun)

This is the best one I've tried so far. I love the aesthetic and theme, and that the green/red bars change in length based on how willing the player character is to do something. It's like a little bit of that character asserting their own will over you, the one pressing the buttons. Creative use of spin to win too! Also the concept of going around and asking all the employees for money (the menu option) is a very funny image. The office sound effects were a nice touch too!

This was fun! It was difficult (I got stuck on like, level 1 past the tutorial), but it says a lot that I had fun despite that. The aesthetic is pleasing and I love that the endpoint is a circle where the spinning stick goes in the middle. It has the vibe of an elementary school craft project with a popsicle stick spin wheel, which I found charming.

I will preface this by saying I am admittedly terrible at this genre of game, so I didn't expect to get very far. I like the helicopter though. I couldn't see what was coming at me though, so I was charging ahead blindly, but also sometimes dying upon spawning in which, is that a me thing? I can't tell.

I'm not sure I experience all the levels available, but I see the vision of having levels chosen by slot machine. I thought the money upgrades were a sort of progression system and the levels would get harder, but that didn't seem to be the case? Either way, neat little showcase.

Thank you so much for your comment! I'm really happy for this feedback and I'm glad you enjoyed it! It was my very first attempt at a visual novel so it makes me happy to hear that it's worth playing.