Nothing, just the color, and you save the four characters that weren't chosen. I considered adding different stats but didn't get around to it.
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That was a pretty hilarious game! The newspaper clippings do a lot to help with the presentation. I felt like maybe you could have less control when you get quite drunk, make it more frantic and chaotic. I like that you don't auto-lose if you fail to get the required amount of items, definitely a good game design choice. Overall some good wholesome drunken thieving fun!
I liked that you built new mechanics into the game, but for some reason on my computer the click mechanic was really laggy. It was hard for me to kill the asteroids because of that. I think you nailed the aesthetics of the original game
I like the graphics and music. It was really cute and put together. I liked how the scenery changed as you moved through the game. With more levels and refined controls, I think this could be a great mini game!
Wow! This might be one of my favorite of the puzzle games I've seen so far. It took me a while to figure out that I could manipulate the pieces after hitting "play," but overall I think the element makes the game play more interesting. I had some fun playing it.
Pretty fun game, as someone else mentioned spamming, or even holding the mouse buttons down made it a little too easy, but it was a neat idea and definitely could be something pretty fun if polished.
It would say that I didn't push a number when I did. Maybe that's an issue with my keyboard, idk. I found the concept of random monsters appearing on the television to be pretty funny. Alas, I wished the game worked a bit better for me.
I liked that there was multiple ways for you to protect yourself from the zombies, but I wish the game play was more involved than just going back and forth on the train. I was also looking for a win condition or more incentive to keep going. It took me a while to figure out the purpose of each cart, but once I did I thought that mechanic was pretty cool. Hope you keep working on it!
Interesting idea and cool presentation. I wish you had developed the game play a little more, rather than just move your character back and forth. More mini games would have been cool too. I really hope you continue working on it because I think it's a cool concept.
Cute presentation and overall fun concept. I think you did a great job incorporating the retro graphics. Everyone loves a good clippy throwback! My only issue with the game is that it kept telling me I failed a level after I ran out of CPUs, regardless if my last move was successful or not. But overall, I really enjoyed the concept and presentation!
Thanks for playing! There are only 4 friends. The fires occasionally shoot out a spark which creates a new fire nearby. And yeah I messed up the character select right at the end of the jam when I added the How To Play screen. I noticed right after but it was too late.
Hi, thanks for the detailed response, I'm impressed that you are giving all these games so much thought. I ran into some issues trying to get the balance right between bad and good. At first my playtesters could barely move and I had more emphasis on carrying objects through the levels, but it was exceedingly difficult. I figured I'd err on the less frustrating side (and probably spent more time than I needed on polish for this jam). I also wanted to mention that if you weren't seeing the dialogue you probably missed a lot of my implementation of the modifier, as the other characters were frequently reminding you how impossible this game is. Thanks again for playing, and I'm glad you liked it!
Thanks for the comment. I was hoping that the movement mechanic would be difficult enough that it would qualify as "Bad", and before I added the tutorial I think it was. The play testers could barely get anywhere, but I think the tutorial might have worked to well for this jam.
Thanks for the dialog box info, i hadn't tried with different screen sizes. I probably did spend more time on polishing than necessary for this jam, I ended up with more time than I expected after finishing the core gameplay for it.
edit: I added a version with the GUI fixed to the itch page for the game, obviously only rate the one submitted on time, but for anyone who runs into that issue and wants to play a fixed version.
As I mentioned in another comment I didn't start until Saturday night, so I ended up running out of time for making the art. I think I probably should have reduced it by a few levels since it was 10 levels to get to the boss, and that fight is probably the most fun part of the game.