lol that would be cool. It took about 30 minutes of prep. For the fight I had thousands of flour stockpiled, so I saw the spam troops button and went with that.
checkmate101
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This was a great game! unlike some tds and settlement games, instead of being under pressure from waves of enemies, you are forced to sacrifice some of your resources to keep Lord Biscuit at bay. Otherwise gave me very ratopia vibes.
The theme was really good. There were a lot of risky plays to sacrifice valuable materials early and hoping those upgrades would earn themselves back before tribute was due. Near the end, I was around demand 20 or so (had no idea how hard he boss would be) and was about to fail a tribute, so I declared after stacking up some turrets and barracks (had gone with 6 choco fountains to boost my factories). But the abiltiy to spam out medium and light candy army was pretty OP. I had about 3K flour and a few hundred sugar.
One bug I encountered was that fullscreen did not work in the browser. But nice work! I'll be saving this game to try again later.
Such a satisfying game loop! This is one of my favorites, I'm saving it to go back later and catch the rest of the fish. One feedback would be that once you see a fish it would show a bit about it in the encyclopedia so that way you know what upgrade to get. Took me just a bit to figure out the jellyfish was losing me fish.
But so chill and fun to play. Apparently, I need more cookie upgrades to compensate for my lack of skill
Wow that was stressful! Congrats, you are the only climbing game I've finished. I love the artstyle, very fun. There was a lot to keep track of and the beginning tutorial took me a while to catch on (using font might be more readable for general text than all handwritten), but overall a pretty cool experience. I was expecting a visual novel when looking at the screenshots lol
Enjoyable entry in the Flappy Bird/Endless Runner theme. Quirky concept too, I thought it was pretty humorous. I can see you had a lot planned that did not make it to the jam version, but it seems like you have a good base. I got a score of 1142, and since the leaderboard is not functional I have no clue if that's a good score. I think people could get much higher since the stamina recharges very fast when walking on the ground and the difficulty seemed fairly low.
Very nice experience! I really enjoyed the aesthetic and hand drawn nature of the characters. The random magnifying glass kid was a little obnoxious since I didn't feel like I had control over the movement of the ant. I also found a bug (lol) which makes me world record holder for speedrunning your game. I just talked to the guard and then immediately walk left and go kill the spider. Thanks for making a cool point and click, I'd be interested in seeing a further expansion in this style
Very chill post apocalyptic experience. After i had survived a few days, I listened to the radio for a bit and then went risky and died after staying out a bit. I am confused about the health stat as the radiation killed me immediately.
I did find a bit of a bug - if you keep going, you can just run right off the edge of the world and continue until the background texture also disappears and you die in the gray void. Overall quite good and fun for the game jam time
Thank you for the feedback! I was hoping the score options + the cooldown timer would give a bit more strategy and quickness than a standard yahtzee score. The note on the music is nice. I didn't feel like I had a lot of time with the music, but I really wanted something catchy.
Your feedback is good - the balance and scaling are pretty poor in the current version. After a tiny bit of playtesting from friends, we nerfed most of the development enemy scores since I preferred to have people able to beat a few enemies easy than make it too challenging for most players. However, a side effect is that if you get a bit of a lead on the enemy goals, the scaling takes way to long to catch up.
I would have loved to have relics or boosting dice types and that type of thing, but alas, we had to cut a lot of the ideas out of scope so we could finish. However, I do plan to expand on this game. I think the first update will round out the enemies and make a more engaging scaling. I also want to polish a few animations and add an initial tutorial. After that, I think there's a lot we could add to from there!
This was crazy good! Nice work, I loved the Noir PI theme and the worldbuilding and setting were so spot on. I was in suspense the entire run and then the second time, I was able to learn the truth. I think I got both extended ending - very nicely written. The concept of having the mechanic unlock the more people played it was really cool - I would love to see what you can do with a longer dev time (and how is that implemented?)
Again, huge props for the writing. I sensed a lot of influence from cyberpunk classics like Neuromancer, and I found the parallels between the augmented and our everyday run of the mill powered by ads population to be quite eerie.
Dad finally smiled at me. First run I ended up somehow with 0 of the items he wanted. But cute concept. It's a shame about the retry loop not working. I used GetTree().ReloadCurrentScene() as a lazy way to restart the game on button click, however, that introduced a bug in my mute buttons, so I'm not an expert either. Extra points for replacing the default splash screen though
I'm impressed how many systems you made in just one week. The assets you chose work very well together. I was able to make it to the first miniboss, but encountered some rather buggy behavior with cookie selection and such (select cookie, select skill, but then cookie would disappear without attacking).
Very nice game! I'm glad you kept the scope down, seeing as you only managed to submit a few minutes before the deadline! :D I love Die in the Dungeon and Slay the Spire - both games you mentioned as inspiration.
Overall, I enjoyed myself, but the battles got very grindy. The risky strat of taking new dice with more skull chances seems to heavily weight in favor of a sudden backfire, but the safer strats got way too grindy with only low rolling dice.
I'm not sure how you got the screenshot for floor 20 - maybe I just needed to get better luck on the rewards and earn more skull slots? I hope you continue. Some new dice ideas would be some kind of boosts and multipliers for attack and damage. Different styles of attack like venom, fire, or lightning could also have their own attack values and boost or nerf other types.
Nice work! It took me longer than I will admit to figure it out and get into the game (I'm dumber than Billy), first I got stuck in the tutorial because I couldn't figure out how to exit Billy's stupid shop. Then I skipped the tutorial and got out into the dungeon and then abruptly was told I failed the queen. Then I noticed the timer. Then I figured out that you can walk away from Billy to leave the shop. Then I was able to complete the tutorial and win the game. got about 4 runs in and then I was too runspeed so blew myself up on enemies. Fun game! I hope you continue with it
This is probably my favorite one so far. So silly and funny - you guys NAILED the theme (sailing on a gravy boat for example). I like the random choices and stat rolls - Only 2 runs, but I had fairly different encounters enough to be memorable. Do some outcomes just lead to death? Or is it a certain number of failed checks?
The music and art is great and really work together to set the ambiance. Favorite moments are dying to the voices in the storm, and the Biscuit Brigade absolutely destroying the cabin boy, just murked him.
Only feedback is it would be nice to see your crew stats before you decide on a choice.
Very fun, this is the first survivorslike I've played ever actually. The Pizza Tower graphics were hilarious and PC definitely reminds me of Wallace from Wallace and Gromit.
Some notes I had were the hit boxes for the main character for sure felt weird and there were times when I exited the shop that I immediately took damage before I could move again. Also there was not restart button?
Very enjoyable and I'm impressed that you had this done in a week. I went all in with the Whisk It bonuses and went for lucky draws to win, so very on theme. If you continue development, it would be helpful to see the stats like damage, rate of fire, and your own HP.
Nice undertale style! The initial gameplay is a bit confusing to figure out and it is also confusing that the dice reroll in my hand and also again when I place them on the table. I think the mechanic of crab eating your dice is kinda unique, but also just incentivizes gambling all your dice, since I think he would destroy 1/3 of your dice faster than you can make it back (maybe)
What worked for me was I went all in on money and multipliers and trusted my 67% odds in my favor to carry me. Five times in a row.
Your rating is lucky I won lol
Really enjoyed this actually. I loved the pitch and timing bend really added stress and through off internal counting. The 'self talk' appearing near the end was hilarious, and then the visuals just completely inverting was also wild.
Couldn't make it through training, then discovered that the number of biscuit cracks indicate about how far in the range it will be. Then I discovered that even if I don't have a good internal stopwatch, my computer does, and now I'm the world champion... I guess...
I was the programmer for our game "Biscuit Battler" it was meant to be a Yatzee Roguelite but we ran out of time for most of the Roguelite. That's a different story though.
On day 1, I started work on the dragging dice objects and such. Throughout the entire development there was a bad bug where the dice would tend to get stuck inside each other and stack. I spent a long time on the final day trying to learn godot 2D physics or something to fix the problem. Ended up coding 3 gross functions at 3am to check if the dice were too close together and then yeet them back to their original spots.
https://itch.io/jam/brackeys-14/rate/3843055