love it! Awesome artstyle! Really fun and silly idea - simply fun!
foodius
Creator of
Recent community posts
Had a bit of a hard time understanding this at first but after that I found it really fun. I think having a bit clearer/more feedback on whether a hit/block was successful would help too. Looking at it there is some feedback but for some reason I had a hard time noticing it while concentrating on the enemy's next move. But really solid overall and really cool how you got this done in just 4 days!
I reaaally dig the idea and art style (so cool how the last boss even has arm movements signaling their action)! Such a simple concept (through it took me a moment to grasp - my gf says I should have read the instructions :D). Retriggering loops through other loops could have been cool aswell but probably super broken too
Hey, thanks for playing and the feedback.
I agree that the difficulty is quite high but I didn´t have much time left for level building so that´s why I just left it at 2 pretty hard levels.
Even after all the play testing I myself could never a get a gold medal hahah.
I really enjoyed your game as well, just played it and left a review - well done! :)
Hey,
just played through your game and really enjoyed it!
I really liked how keeping up with all things in life got more difficult the older you got, it felt quite authentic and the music was really good to set the mood as well!
The soundtrack reminded me of Firewatch quite a bit (if you played that).
I also got some good laughs out of it and I guess I lived quite the interesting live, a 2 times homeless professor with 3 kids and his wive, living in a small apartment but becoming a rockstar in the end at age 59.
Overall a simple but effective idea and I´m impressed at how you got so much into it for a rather short game jam.
I´d love a bit more consequences - maybe you get ill faster or your wive leaves you when you get homeless? But it´s obvious that you only have so much time during a jam so that´s no problem at all.
Did you "hardcode" all the choices or how did you control what appeared when and under what conditions?
I wanted to get into walking simulators/storytelling games (like Firewatch) soon, so I´d be quite interested on how you approached the problem of multiple story "branches" depending on the players choices and keeping control over it.


