Super cool, man! I did get softlocked on Wave 11 with the helicopter behind me but it was really fun assembling builds. Reminds me of Bad Piggies almost! Great work :D
Evan McRae
Creator of
Recent community posts
I meant that steering the car forwards makes it go downwards towards the camera, whereas normally I’d expect it to go upwards away from the camera (so that the camera kind of follows behind the car). I don’t think you would need to change where the camera points, just where the car moves relative to it depending on player inputs.
Anyway, yeah, happens to the best of us — great work nonetheless!!
Pretty clever concept! Unfortunately, most certainly due to my lack of familiarity with the original Superhot, the puzzles became difficult to the point of impossible for me to complete since the hero felt so overpowered against the henchmen. Nonetheless, great execution and best of luck in the jam!
Pretty cool game! Unfortunately, I found it rather unplayably difficult to control the car. I think the main problem for me was the camera's perspective, which I would normally expect to be away from rather than towards the user; that impacted my control coordination pretty heavily. I might also suggest allowing the car to be turned without applying gas or reversing so that those controls feel more uniformly responsive to the player. In any case, good execution and clever concept! Hopefully I can wipe away the guilt on my conscience after running over a couple frogs.
Yeah, I can definitely agree with those criticisms. Unfortunately due to time constraints we weren't able to flesh out the fighter behavior and game loop as much as we'd hoped; ideally, they would have been a bit more aggressive, had more varied movesets (ducking, jumping, dashing, knockback, knockouts, and recoveries were all on the table at one point), and had some more personality. Your idea about fighting with other parts of the body (e.g. kicking) would have also been pretty cool!
We did consider working in penalties, too -- in that case, the referee would be removing from a fighter's score. It just became a bit of a control scheme nightmare and we abandoned that idea in favor of a minimum viable product. If we'd had more time to think about implementation, that would have been another great way to extend the game's mechanics!
As for the build situation -- yeah, that would have been the move. I was scrambling to get builds together in the last few minutes and this was my first time trying to support multiple operating systems. MacOS was especially tricky since it packaged it up as a folder with ".app" at the end of the name which I can't really upload. I guess the standard solution is some external application from itch, but I didn't think I had the time to try to set that up. Anyway, lesson learned for next time :)
Thanks for the constructive comments and thanks for taking the time to play!
Pretty fun game with a clever twist on traditional farming simulators! I did run into a bug where I was able to continuously click the "sell all crops" button by the food stand as the thief since the UI popup didn't go away -- ended up with an astronomical number of points, haha. Nonetheless, I found it really fun trying to maximize point output the intended ways! Great work on the visuals/sounds.
Really fun and clever concept! The game requires you to think constantly and strategically about what dice to put where since your movement and attacks are inherently restricted and the dice themselves are scarce. It was perhaps a little fast paced for me, but I'm sure I'll get better at it the more I play!