it could be an aweasome secondary window idle game. simple powerful dynamic
i got a little confused sometimes selling some eggs i had just bought
simple idea, easy to get, defend>earn>upgrade always work out
nice visuals as well, i could imagine insider jokes on some of the sprites
i felt there wasn't too much of a challenge on the foxe's raids. stand, hold shoot and waiting resumes most of it
and i see the theme on the seeling/laying eggs mechanic, but overall its more visual/implied than meaningful. (I.E, chicken/barn/foxes could be zombies, grocery store, humans, aliens and so on)
also ran into 2 glitches:
the store inside the barn wouldn't close after being opened
i could stay close to the store and barn's door, if interacted (with both in reach) the game would freeze
slow down chicken > great egg chicken > lil chick at the end
best strat 10/10, just finished it
it works well from start to finish, got me a little to get how the buttons work, nice variety even with starters
but, i didn't feel the theme having a relevance. it had the chickens as towers as you said in your submission, but i feel the chickens were more "towers" than "chickens", if it makes sense
aweasome art and sound, nothing to say otherwise, use of 3d + 2d assets blended well visualy.
but i think the main mechanic was laking at some points
i feel the theme was considered in everything but the gameplay, as a tricky platformer from point A to B
(get key, go to door / get chick, go to exit)
sometimes the fast/slipery controls made me run into still spikes, and the chick rescue felt as "a battle against the chicken ai", instead of "being cautious with my chicks", by the ways the they move
i was about to make a joke about it looking cozy and overwhelming at the same time and then i bought the thing
aweasome idea, aweasome execution, aweasome joke/point/critique
only thing i got stuck was the buy/grow/sell loop, prices seemed a bit off, and i wish it had more things to upgrade until the final punchline
it reminded me of that chick game that has a similar ending
good use of theme and throwing eggs reminded me of horror games where you play as a blind person
the time between throwing eggs took way longer than i wish, and the reaction time to escape the butcher was short, maybe too short. i played mostly standing still and waiting to throw the eggs
also there was the music/ambient sfx the glitched
a little more polish could make it a great game
good use of theme and throwing eggs reminded me of horror games where you play as a blind person
the time between throwing eggs took way longer than i wish, and the reaction time to escape the butcher was short, maybe too short. i played mostly standing still and waiting to throw the eggs
also there was the music/ambient sfx the glitched
a little more polish could make it a great game
* spoilers *
fora os problemas técnicos de resolução, tela final não estar no jogo em si
gostei dos padrões de movimento da mão-inimiga-manipuladora
gostei que a pessoa que jogamos não tem gênero definido e as cores do início quase sempre formam alguma cor da bandeira
mas fiquei triste que a mão-manipuladora acabou sendo chamada de boy ao invés também ficar subentendido
uma dica de controles que eu daria é:
como o jogo não usa movimento do mouse, o controle do tiro poderia ficar no teclado
assim não ficaria segurar o mouse sem mexer, clicar fora da tela sem querer, ou até fazer o tiro ser automático já que nunca paramos de atirar
abri o jogo e me encantei com a proposta de luzes e pouca visibilidade
fiquei esperando mais mecânicas e visuais com a luz, mas é mais uma mecânica simples e bem visual, do que realmente uma mecânica
me lembrou esse jogo, inclusive pode ser uma referência boa
Roguelight by Daniel Linssen (itch.io)
mais narrativas pelo castelo também ia ser ótimo de ver, tilesets e visuais diferentes pra áreas também
for a free-time personal project
it's more than perfect for a aweasome future full release
i love how big-but-tiny the buildings looks, and even on Coal Toy, i'd love to fun with perspectives (orthographic, first person, FOV changes on zoom)
btw, not sure if it was itentional, but not relying on stairs and not being able to fall/jump made me build my path around the world feeling like it was living puzzle (in a VERY good way)