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foolofatom

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A member registered May 25, 2021 · View creator page →

Creator of

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Do you think it would have been more intuitive if you had to place the item on the character to fulfil the order?

Thanks for playing.

They take the item, say "Thanks" and give money if its the correct item. If its incorrect they say "This isn't right" and give no money (but still take the item).

Oh hmm. I tend to snap my mouse to a location quicky, so I wonder if different DPIs affect something like this?

Glad you enjoyed it!

Awesome. Very funny and does a lot with a few buttons.

Really great work, I think this was your first jam too?

The artwork fit together well. I liked the purple color scheme and textures.

The background hover on the UI was a nice touch.

It was hard to tell when the Minotaur was near me / hitting me. Sound and visual cues would help but we had limited time.

I had trouble with sliding, not sure if I was doing it right. I found myself using the walls and pillars though, and that was a fun way to move around.

I liked the scaling salt piles in the water. The dialog and character art were good.

My biggest complaint is the amount of time it takes to get to Year 20. For a game like this I want to replay it and try different things to see if I get different dialog. An option to 2X-4X the speed or something would help.

Something with changing where I'm looking (ex looking right) caused my wheel speed to stall.

Windows 10 Pro 64-bit (10.0, Build 19045) (19041.vb_release.191206-1406)

Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 CPUs), ~4.0GHz

DirectX Version: DirectX 12

Memory: 32768MB RAM

NVIDIA GeForce GTX 980 Ti 

Dedicated Memory: 6085 MB



Happy to test new builds out / or troubleshoot outside of the jam too.

I would love a hint.

Where is my cheese? 😡

The character on my device (web and download) starts off screen in the bottom left, so I hold W+D to move it up to the right to visually see it on screen.


The music and chatter creates nice ambience, great start to a dreamy sort of environment that pulls me in.

Thank you for including the controls section in your page- I needed it to find out about the Timed blocks and resetting. Letting Esc open as well as Tab would have been more intuitive to me.

I would like a Start button on each level so I can strategize before the corruption spawns. Right now I frantically place blocks to control the spread and then rethink what I need.

I find myself clicking on the blocks at the top to try to switch between them, in addition to the scrolling.

It would be neat if removing a block let the corruption creep again, as some feedback of what the block is doing. I think right now placing the block turns off the corruption for good? I sort've started understanding the blocks near the end with the different depths and seeing how my placements affected them.


Was able to get it in the end though! Nice work.

I was able to with the Timed blocks.

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Need to press Enter to move the dialog along, a section for controls in the itch page could help if people get stuck


The spraying mechanic was fun to use. I liked the platforming aspect added in too. I'd like it if the slimes reacted to me spraying them with sounds, particles, animations, so when I jump to spray one I have some feedback whether I hit it.


Was this done using materials and particles, if you don't mind sharing more about implementation? 

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I'm not familiar w/ this genre so thanks for introducing it to me. 


I had to consult the How_To_Play to figure out that I'm supposed to hit the villager and not the crab, that confused me a bit. I thought I was the villager and the big red thing was throwing axes at me.

It's a fun concept, I like the strategizing of it. Im not 100% on the 1-9 keypad, it seems like those are things I place into the world. Or is the 1-9 turn related?

Hitting Play didn't work for me.

I watched Baba stream it and it was really neat! We ran off the edge and relaunched and the world and our walls were different.

The visuals and audios are fantastic.

I thought I could get it with the transparent ones that overlay but didn't have luck at unlocking the machine. I almost missed that there was a lockscreen underneath everything.

I don't have roblox but watched Baba play it.

The levels were really interesting. The tension was perfectly done with moments of calm and chaos. We got 30 in before they repeated. We didn't need the flashlight and realized we had it a bit later on in.

Great work on a card game in such a short amount of time.

Music is pleasant.

The controls tab in the menu helped me get going quickly. Controls felt very intuitive, clicking on a card to see it's description.

I liked the card animations and shake.

The AI felt engaging to play against- I lost the first time.

Having two decks where you have to balance resources fit the theme very well. I found myself focusing on managing corruption and ignoring the soul points mostly, since there's always an abundance of them. I was top-decking from destruction most of the time.

Should be a production build, I think UE still needs msvc at runtime? Maybe we could include it in our build...

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sorry i wish i had time to rate this before the jam's end but its been a busy week at work. i found it fun and intuitive, other than collecting cash at the table. i think it should be sped up, like getting workers and other upgrades quicker.


obviously u didnt have an animator, who gives af lmao

Thanks for sharing about your experience!

The AI does get stuck in rooms somewhat often. It will try to open a door if it comes into contact with it, but sometimes gets happy in a corner.

The hindrances idea is a good one -- I wonder if it would be fun to tie them to a % on the Indoor-ometer.

Oh! The archive was created with 7-zip. 

https://www.7-zip.org/

Happy to hear any feedback / comments you have! We're still learning the ropes so if there are parts we didn't execute well on, we'd love to know.