Glad you liked it, thanks for the feedback! :)
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Hey there! I was going to translate the game this summer, but the funding for that summer job didn't come through. I may still do it, but it might take some time. Thanks for the interest, and I hope you will be able to play at some point in the future!
Wow merci pour le beau commentaire, Denis! C'est great d'entendre ton expérience avec la game. Pis j'aime aussi de voir des projets des alentours - je te suis déjà sur itch, so j'ai tombé sur ton stuff at some point! Merci pour le support pis l'encouragement, et prend toi garde ces jours icette!
Et great jeu de mot haha
Hey thanks for the feedback! I'm glad you liked it. If I'd have the time and resources I'd love to make a full version in a new engine. So many ideas didn't make it in on time for the jam (upgrade paths, like specializing in lobster or scallop fishing; using the fish waste for fish oil or fishmeal)
I came across a minor bug with text/NPC highlighting: when you click on NPCs to hear their dialogue, Charlotte makes her way to them. If, during this transit time, the curser hovers over another NPC group when the dialogue begins, the 2nd group will remain highlighted during the 1st group's dialogue. I was able to replicate it (see screens below.) Nothing major, but thought I would report it since it may be an easy fix.
P.s. - Thanks for the thought-provoking and unique game! I've been excited to try it since seeing it at the CGSA conference earlier this year. (possible spoilers) I also enjoyed capitalism as an antagonist (and Chad - of course his name was Chad haha. We get a bad wrap!) Did not expect that angle and how it may impact the way we deal with death.
Dammit you guys and memes and poker puns! And toilet humour. All these should be listed as features if this game had a box. Sweet jams too. (update: holy shit that ending, what the hell haha)
Pleasant little adventure game! It is surprisingly robust for your 1st RPG Maker game: everything progressed smoothly and coherently throughout my playthrough, even though I went everywhere I could. No bugs, continuity errors or times with unclear goals. Nice going!
This game is hilarious. Each level is subversive in some way, and always provoke a reaction - be it 'Ohhh' or 'frig u Brandon!' Clever tricks you're playing on us. I finally finished the game with that one hint you gave me, and the end scorecard is awesome.
Exclusive behind-the-scenes: Mitch was into Paul Blart, which is why Blart is one of the enemies. Even the name of the game is a Blart reference (Peebium Sea = PBMC = Paul Blart: Mall Cop). Also there are a surprising number of Paul Blart memes, google that shit. Kev's concept of enemies that help the player is great! I'd like to work with him at some future game jam.
Nice Twine for your first time! I liked the robot face that changed expressions, the Windows sounds and the blinking/shaking text. Twine is good at making computer terminal styled games, and the robot theme plays into that well.
Awesome first game, Suz! I wasn't expecting such a funny, cohesive project since it was your first time making a game and you didn't spend a lot of time on it. Definitely see the potential to make this prototype into a longer game!
Congrats on your first game! I got stuck at finding the gunpowder and water, but everything was smooth sailing after that. The puzzles and overall progression were really tight. And I LOLed at more than a few of the plot points and easter eggs hidden throughout the island. Good job man!
That real-time combat system is really cool! I liked the idea that the hub world changes as you progress. Haven't played Destiny, but I know enough about it to get the jokes. Great entry Don!