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Quinten
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Playing went something like : Oooh cute monkey game, clean polished; minigame? ooh plinko- WHJAT!?!
Wish you saw my live react lol.. xd
Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) & if you still want a live react you can always hop by & ask :D
Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) & if you still want a live react you can always hop by & ask :D
This game was incredibly well built & polished! Easily a top 5 contender imo.
Besides a few details in the initial UI controls I don't have many improvement points to talk about.
Really well done!
& If I can ask- how long have you and your team been doing gamedev & gamejams?
Still managed to rate before the deadline <3 only got to comment now- sadly no stream/vod.. ( why was rating so short, + no weekends...) & if you still want a live react you can always hop by & ask :D
Played until the bois stopped spawning, had an army though!
Fun little game all round, just needs some more UI polishing.
As a fellow engineless dev I approve, in here I did feel like blinking did not add too much value.
Puzzle design has some fun ones- but I'd like to have seen less combo locks or timegates and more of the clever ones like the multiblink switches.
The source code made me go a bit "oh" though. Fix it before it your engine is in a bigger state.
I played live & you were in VC at the time so I wont go indepth in my comment as it'd be the same general feedback- but here's the VOD incase you want to rewatch. Including the requested flaming of the codebase XD.
Good Job Rube & Enweave, will keep it short as we talked a lot live whilst I was playing- have the VOD too.
The art & ambience is great- lot of polish put in it. Audio wise too, great job Enweave!My main feedback is default controls for controller too- & make it remember ur audio & controls settings.
+ the 50% starting point on master.
Good job to the three of you!
Thanks for the feedback + appreciations, its nice to hear some UX stuff gets noticed.
Handdrawing frames might have been nice- Just kept it simple for scaling reasons, didn't want stretched button textures & nineslicing would have been a bit of extra work to get right. Worked with some rediculous deadline's & constraints too.
the missing 1 rem of padding-right on settings button was a bit of an oversight- 3am brain must have added in the top but not the bottom. All is done through code, don't really have a visual editor when working with a custom webgl/ts engine & some html/css primitives.
The infographic helps a lot in knowing what it all does, ultimately wanted to have it in the game itself too- just time~ still managed to make it clear enough I hope. :)
I'm surprised at the postivie feedback I'm getting on both my art & sfx-I'm a programmer + UX/UI designer by study & trade.
As for beating the game, you definitely will need the guidance of ur pals- Clipper's Errors & CatUwU are MVP's here.
Again, thanks for the feedback! <3
Music Art & Originality are great, but UX/UI is you guy's weakpoint.
I definitely think playing on a touchscreen makes it much better- but as I'm livestreaming & uploading vods- can't really do that on phone easily.
Genuinely have a full watch as I go over a lot of stuff during gameplay- more than a simple comment could do.
Thanks for playing & reaching the end :P
There's some hint discriptions on the itch page but.
To aid with the confusion.
- Pointers autoclick
- Lil' Bit's cheer for cannon damage mult
- Banana is a flat multiplier for banana's destroyed.
- Destroying Clipper glitches turns + into * for a bit.
- And CatUwU rewards breathing in between clicks. ( 5s pauzes )
Tried my hardest on the UX & juice- even if sfx & art isn't my strongpoint- the fact you made it to the end means I did something right <3
Really nice artstyle & loop, took about an hour to beat. In the end it turned into cycle + gamble simulator, would have liked to see more variety on the lategame. the everything a billion goal was not super clear- glad I did so I saw the endcard., in the end the E button flashed and did nothing- if I missed something please share :)
Also here's my VOD, I kept giving comments throughout so its a must-watch ( goodluck xd )
Might take a while for it to finish uploading & encoding,... xd link's above- It's almost 2am I'm just going to let it upload. :DI could not figure out how to grab the banana, even went fully out of bounds trying.
Artstyle & theme are strong points here, audio is fun but beware of sound fatigue, pitch shift + variations are key here :)
I also gave additional feedback on stuff like build itch page & my live blind react in the vod linked below.
Thanks for the feedback <3
The game freezing on 1 monitor when switching tabs might be the browser saving memory.
The cannon movement is intentional, its like aiming a bow in games- otherwise clicking errors and having perfect aim would be too easy.
Just didn't get time to clamp at +90 & -90 and it can shoot out of bounds.- but that doesn't affect gameplay- just a visual.
Reading the itch page definitely would have helped- fun to figure them out though- but might have missed some details.
Thanks for playing!
Please; please please include a gameplay video as the "trailer" in itch, I really wanted to properly play & rate- but as someone living alone I couldn't- still did my absolute best to provide my feedback.
Art work & pagework is great- gave a few pointers on it in my vod too.
It's really awesome to see you worked together with your son!
Thanks! Was a bit of a challenge- but had a lot of fun hanging out with other participants from within my jam community.
Think without the "VC pressure" I wouldn't have gotten a build out in my dev-time. And maybe if we would have found out about the jam a bit sooner I'd have had some extra time. xd
Still was a fun challenge! :D
Gamedesign wise this game is solid, for "average jam session length" it scales well. Post boss you quickly turn into an unkillable god though ;)
The homing hearts person is definitely OP- fav characters of the pals.
Point of improvement is definitely UI juice (this also extends to ur itch page)
I played live & uploaded a vod if you want to see my full feedback <3
Biggest point of improvement you can make is the itch page imo, would help a lot!
Played the game live- so for my full feedback I recommend you watch my blind play.- gave quite a few pointers on how you can improve. <3 We all think adding in controller support would make the game feel really good too.
Made the game in ultra hard mode by both using my own game engine, spending <12 hours and doing all from scratch- happy you liked the artstyle- I'm not that big of an artist so appreciate it!
If you quickly want to get to the BigInt ending interacting with the Clipper Errors & cashing out CatUwU points idle-y is the way to go.
Every pal influences the field in some way though!- but If I decide to continue work on the "nightmare codebase" that is 12hour rush & sleep deprivation- I could consider adding some upgrades & extra pals.
Thanks for playing though! :D
Thanks for the feedback! The scaling depends a lot on the RNG and how much you interact with stuff like Clipper errors & CatUwU's also some lucky fish combo's can quickly make the ball go down. In testing my faster run I managed to get the BigInt limit in abouts 30minutes pretty casually with good cannon placement, but I understand there's some luck involved too. Well it's Gacha after all! :P











