Yes, we noticed ;_;
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Thanks! We will tweak a bit with difficulty curve, but from my playtesting it seems that the gold income is already lower than the amount you would need to spend to have optimal outcomes. Would you recommend also making income a bit higher?
Hey! I'm happy our game didn't decide overnight to change his profession to that of being a virus.
The amount you earn corresponds somewhat to how high your favour is with the four characters (the amount of blue hearts). I wonder, how much money did you manage to embezzle while ignoring the general? My personal highscore is 240 gold at wave 11 ;)
Thanks! It is definitely also meant as a serious game so I am happy you got to experience that too! Text scrolling is indeed really slow- in debug mode we had the game run really fast and so we didn't notice the slog of reading trough all the text in time >.<'
I loved it! A lot!
Sometimes a bit frustrating when accidentally giving a wrong stimulus, or the correct one not showing up, but the checkpoint system was forgiving in a really really nice way.
The way how you use the four different "parrot behaviour states" through what it sees is ingenious, and really makes you plan out a screen in advance. On top of that it was very noticeable that you kept those four states in mind so that during more difficult sequences you don't have to change it's behaviour anymore.
Also a big thanks to your girlfriend for helping you out with the idea and therefore making this fun game possible ;)
This game seems really intriguing! I will definitely check it out tomorrow :)
I really enjoyed what you wrote about your thoughts on the design on the game page, it really makes me want to play the game!
This is really interesting! In my opinion, any game that makes use of the layout of the keyboard (or, well numpad) already gets a huge bonus on creativity.
I saw a comment chain further down about the nine button making the screen seem empty, or maybe about difficulties in increasing the amount of possible levels in the game. What about having a few levels that use your entire keyboard? Of course the game would lose a bit of compatibility due to people using different keyboards...
Thanks for the lengthy reply! All that praise does make a bit shy ;p
Both the punchline of the game and the meat of it's gameplay definitely take some time to become apparent, so I'm very happy you gave it enough time. As to your last comment: we want to see where the game can go after the gamejam, so we'll keep you posted :)
I liked it. After the jam, please do add some kind of animation for the birds- that would be a huge graphical update. Also, at points I was really confused as to which piece was what. The knights look really similar to pawns for example.
Psssst, don't tell anybody ;p
But yes, that's what we do. We do want to expand a bit on the game in the future, so that's definitely something we should consider.
However, it would also make the fact that you can't see the enemies come in less punishing, which was kind of the point when removing that mechanic.
It definitely still felt like spending currency...
I really enjoyed the way that the buildings always resemble tetromino pieces! Maybe that property could have been used to forego the currency/resourcesystem entirely?