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One Joyful Day

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A member registered May 29, 2018 · View creator page →

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I played the demo for a moment, but got stuck right at beginning. Either it is not working as it should, or I have no clue what to do.

First one thing. I first thought game still wasnt working, but when I hit the enter, I realised what was happening. Point is, when you type with your keyboard, you dont see what you are typing, but you only see what you typed after you press the Return-button, then it displays the text.

This would be good to fix, especially since it was bit annoying trying to figure out where some of the special characters come from my keyboard, when I had to type them and then push the Return to see what happened, instead of being able to push the keyboard and see what character came up.

About the game itself.

I tried to login: administrator, and Password: fake-it_*!* (or however it was), and it didnt let me log in.

Using admin/admin however did work.

After that I used ls to see file inside, and I assume it was showing me two directories, "home" and "etc", however, using "cd home" or "cd etc" didnt work. Was that a bug, or was it not really supposed to work that way?

I also tried "cat home" and "cat etc" in case they were files.

Only other thing I got done was using that whoami, to which I got result of "observer".

It was sort of fun, but getting stuck right at beginning, not knowing why was quite much a bummer.

Also, it is bit problematic that you actually have to know how to use something like DOS to play it. For I could see that some players who have never used DOS could be interested in experimenting how it was in the past with DOS with some fun storyline to try out, but I doubt they got anywhere.

At least tell them to know to use the "HELP"-command, and through there they can get further. I myself used Amiga, and went to Windows directly on PC, so dont really know those commands either, hence would suggest adding (or maybe there even already is) something like HELP command to use with commands to get more indo. Like "HELP LS" would tell what LS does and how it can be used, if there are some options in way of "LS -L", I remember some commands had things like that back in the day.

This way players not familiar with DOS, and those like me who dont quite remember it anymore, or was using different DOS (In my case, AmigaDOS) could get the needed help to be able to work their way forward in learning it.

Anyway, could be fun idea there, but got stuck right at beginning, so didnt really get to see anything if there was fun to be found there.

It shows me only the download version, not the instantly playable Browser version anymore:That Picture there on the top-right, clicking it just shows the picture separately, doesnt start anything.

The browser version doesn't seem to be there anymore.

Now when clicking Demo, it shows basically a black screen. However, if I use mouse to "paint", I can see following text: 

"AccessDeniedAccess denied.Anonymous caller does not have storage.objects.get access to the Google Cloud Storage object. Permission 'storage.objects.get' denied on resource (or it may not exist)."

This is a pretty good little clicker, and I spent much more time playing this than I should.

What I really liked was that Casino part, that was excellently done.

It was great that there were lots of small wins, then there were some of those double wins, and then in addition the jackpot.

I also liked how there were randomly placed these red (lose), and green (win) ones, and the distribution of much more greens was pretty much right.

I also liked how the lose wasnt simply lose it all, but you could lose little or much. This brought more excitement, as you maybe have just got enough money to reach the next tier, and then you see three reds in a row there and hope it lands on the one that takes bit less from you, so you can continue.

And while basically you kept winning in long run, there was the chance that things could temporarily go bad, like I got myself to 500 Million tier, and then got bad red, tried 100 million, and got another bad red, and was dropped back to 10 million tier for a while.

This was pretty much perfect balance, I really liked that casino part.

Only thing that I could think that could still be improved in that casino, would perhaps be that basically after it had slowed than enough, you would always see where it would be landing at. Point here being that there wasnt the excitement of will it actually still flip to the next one or not, but you always could see it after certain point, that this is where its going to stop.

Basically randomixe the slowdown speed or something like that, and it could be even more exciting  than it already is. However, there could be bad side to doing this, since now one of the key features was that it took right amount of time. Not too slow, not too fast. If it becomes too slow, then it will become annoying waiting to see the result, which could happen with variable speed reduction. Right now it was exactly nice that rounds were fast, but not too fast to be able to enjoy the result coming in.

Another thing. I really liked the idea that the clicking is overheating after certain amount of clicks, but I was disappointed that it didnt really have any real use. You just clicked to reset it.

I would have liked it to slowly reduce down when not being clicked, and perhaps when overheating, you could keep clicking to cool it down, and then you could buy upgrades to prevent it from getting so how, as well as upgrades to make each click heat it less, and cool down faster etc.

But quite great small clicker, although wouldnt pay anything to play it.

This is a pretty good little clicker, and I spent much more time playing this than I should.

What I really liked was that Casino part, that was excellently done.

It was great that there were lots of small wins, then there were some of those double wins, and then in addition the jackpot.

I also liked how there were randomly placed these red (lose), and green (win) ones, and the distribution of much more greens was pretty much right.

I also liked how the lose wasnt simply lose it all, but you could lose little or much. This brought more excitement, as you maybe have just got enough money to reach the next tier, and then you see three reds in a row there and hope it lands on the one that takes bit less from you, so you can continue.

And while basically you kept winning in long run, there was the chance that things could temporarily go bad, like I got myself to 500 Million tier, and then got bad red, tried 100 million, and got another bad red, and was dropped back to 10 million tier for a while.

This was pretty much perfect balance, I really liked that casino part.

Only thing that I could think that could still be improved in that casino, would perhaps be that basically after it had slowed than enough, you would always see where it would be landing at. Point here being that there wasnt the excitement of will it actually still flip to the next one or not, but you always could see it after certain point, that this is where its going to stop.

Basically randomixe the slowdown speed or something like that, and it could be even more exciting  than it already is. However, there could be bad side to doing this, since now one of the key features was that it took right amount of time. Not too slow, not too fast. If it becomes too slow, then it will become annoying waiting to see the result, which could happen with variable speed reduction. Right now it was exactly nice that rounds were fast, but not too fast to be able to enjoy the result coming in.

Another thing. I really liked the idea that the clicking is overheating after certain amount of clicks, but I was disappointed that it didnt really have any real use. You just clicked to reset it.

I would have liked it to slowly reduce down when not being clicked, and perhaps when overheating, you could keep clicking to cool it down, and then you could buy upgrades to prevent it from getting so how, as well as upgrades to make each click heat it less, and cool down faster etc.

But quite great small clicker, although wouldnt pay anything to play it.

And forgot to mention. the idea about keep right mouse button down to be able to kick different angles working in such way that it keeps changing the angles automatically, meaning you need to time it right. I would have preferred that when you keep mouse button down, you can simply aim the angle you wish to use by moving mouse.

For it was annoying slowdown on the game to wait for the ball to get to the right angle, and most of time if you happened to miss the right angle, it was only annoying, not fun, since it was unnecessarily slowing the game down.

By being able to move the aim yourself using mouse (with Right mouse button down), would have been much more fun and satisfying, and also felt more like in control of the situation and able to something skillful in moving platforms needing to hit a button, than the current system.

Especially if you happened to miss on that certain level with moving platform and several buttons to hit before reaching solod ground, that was very very annoying, and not fun at all. Just getting to that moving platform again alerady made me feel annoyed knowing it could fail just for one bad timed aim and then having to do it again.

Just sent you feedback on that form, but adding here some more, just to emphasise a bit on one thing.

But first, you had one question of "would I download this from steam for free", I Answered this "no", but this will give you wrong imporession. Point for "no" is, that I dont look for free games from steam, I only buy games.

Idea is that in my mind, if someone asks money from a game, he probably made sure it is of good quality enough. If someone is giving away game for free (unless it is to promote the full game, like being a presequel for the full game), then I dont trust it is necessarily done to the quality, and hence I am not looking for free games from steam.

However, if your question had been "Would you buy this game from steam", to that I would say "maybe".


Thing I want to emphasise and hence separately write here too.

Your game is good as it is. I enjoyed playing it, I played through all the four levels, and would have liked there those "coming soon" 4 more levels to having been too.

However, even it is fun as it is, it however did feel amateurish all along. It felt bit clunky, as in how the ball came back, movement didnt feel Mario smooth, but felt like amateurish too, especially on moving platforms you notice it, since you sometimes get backwards, because you speed up too slow. That you move on moving platforms backwards, in itself is slight problem already, but due to movement not being satistfying, but speeding up too slow, it adds to the problem more. If movement would be feeling smooth, speeding up faster, then moving on platforms backwards wouldnt necessarily be a problem, and you could even ignore that problem.

Basically, just add to the game all kinds of bling bling, and this game can become really good.

Things like when you run and then start running towards other direction or simply stop movement, make breaking animation.

When you kick the ball, add there some effect, like flash the ball or something.

When kicking harder (keeping left mouse button down) add there even stronger effect.

When enemies get hit, add some effect, all around all kinds of effect to make player feel more. More effect to picking items etc.

It is a really good game, but it needs more bling. Or, as many call it, Juiciness and Game Feel.

Here are links to two videos to show you about the Juiciness, hope these help:


Yes, was using it with Google Chrome. Could also be specifc browsers problem. If you change it, I can take another look at eaglecraft.

I Agree with CinemaLeo that this has a potential to become something great. Right now it is even bit boring, but the core concept of moving your guy to blow up the mines (along with yourself) and being replaced with another guy, is pretty funny.

Not sure what exactly should be done, but I could see there can be several different ways to approach this.

Couple of possibilities:

1. Party game - Players start in middle of mine field, each player has x nubmer of lives, and one to reach the car first wins, but problem is, you dont know where the car is. This means, it might be good strategy to wait before going to minefields first, letting other players blow, unless they happen to find the road to car already, being the incentive to go there first.

Also, maybe not x-number of lives, but for example timer, who reacher car with fewest time wins, and each blow is -5 secs for example.


2. Players dont necessarily blow mines themselves up along with them, but it could just be a possibility, like some sort of timer starting, meaning you could use mines to blow up other players when the timer starts somehow.

3. Maybe you can get bonuses on the field. You can see the bonuses, or bonus boxes (without knowing what is inside) and then some of the bonuses give you some sort of armor, giving you possibility to step on three mines until you die for example, and idea being looking for something, treasure among mines?

4. There could also be levels where mines are water mines, and players are driving boats.


Anyway, just random ideas to think about possibilities that came to my mind instantly. No deeper thought there.

Just that, the concept is great and funny, now just make it into a fun game still and it could be a hit.

Was planning to give this a try, but right now Itch.io warns that you are flagged for suspicious activity. Sounded like you are having password protection on your zip-file or something like that, which triggers itch.io security system.

Played couple of games. Idea is fairly okay, but cant say I enjoyed the game, especially since these kind of games are not much to my liking. I can see this is at least okay game for those who like these kind of games.

Main problem for me is that it seemed too random how to survive. Seems those blocks just come from where ever and I cant quite do much about predicting where they are coming from (although this might be simply that I didnt figure out the pattern yet with just couple of games).

That said, I could see this as a good subgame on some game, and basically if adding something bit more, this could become more appealing.

Like maybe you need to pass levels, maybe even some story there. As in, first level, survive 10 moves, and very easy, then higher level you get, more difficult it becomes, and there could come all kind of different things, like survive 10 moves in very difficult environment, or survive 100 moves in less difficult environment.

Could come even levels which seem first easy ,but start getting harder. As in, first there is only one of those obstacles. When it does its cycle, it becomes 2, when those 2 do their cycles, becomes 4... That could be fun, all kind of variety, and maybe even a possibility to buy some sort of sheld. That like those coins, but a shiled. Pick it up, and you can fail once in that level without dieing.

I wonder if I am missing something in this game, since I dont quite see how one could progress in this game.

Basically game seemed fun. It was simple, and it had bit of a nice change for typical RPG, in that fights are about calling mom etc.

But essentially current problem is that there isnt really much tactic to the battle. Just do focus and call mom. There isnt much else to it, and when low on HP, use pie, and with the toughest guy you think you going to face, use cheat sheet.

I cant get past the third battle. I cant get any kind of upgrades, my character doesnt grow up, nor do I get more pies or chear sheets, so I dont quite see how you could beat this game, or even get past the third level on story mode.

Am I missing something here?

For basically when I started playing this I was very interested. It seemed like fun simple RPG kind of battle, and I was looking forward for my character to get higher level and be able to beat more enemies, but that never happened. I didnt level up, nor did I get any other benefits.

Worse, the Janitor even came to beat me up for sure, being such Over Powered enemy, and me not having any way to upgrade.

Is this really so?

For basically you have ingredients for a good game here, even all kinds of pvp, and options to choose boss fights directly, story going on etc. It has the ingredients for a really fun game, but as it is now (unless I have misunderstood something), it is fun only for couple of minutes, until you realise it isnt what you thought it to be.

That basically, two things to do.

1. Give level up system.

2. Make battles have some actual tactical choice to do that make a difference. Currently you just focus and call mom, since nothing else seems to make more sense.

If enemies would at least change their positions somehow, like one turn being in such position that they migitate mom, or maybe you could sometimes instead of just attacking, use something defensive, as in, it would make sense sometimes to defend rather than attack, then battles would be much more fun alrady.


This does have the potential to be a really fun game, or maybe it even already is and I just didnt understand how to progress in this.

I tried this one.

First thing to notice. Currently by default the settings are having volume at 0.

There seems to be lots of bugs in this game, for example, first paper I took, I was able to read, after that, none of the mysterious papers showed their content.

There are also stuff I am not sure if it is a bug, or something that doesnt translate to the player. For when I go to handle those crates, I push that button to open that thing, assumedly to drop the crates, but after holding LMB for a while, screen goes completely black. Turn on flashlight, and things return back to normal, except, I cant push the button anymore, and doors are locked.

There seems to be option to unlock the doors with a code, but I can only see one number 6 or 9 on the floor, and no other hints. Perhaps one of those papers I cant read would read that. Regardless, I am quite clueless what I am supposed to do.

Or, I do have idea, handle crates, clean the trashbins (I found only one piece of paper in one of the bins), but I dont really know how to do those things.

There is the pressure handling thing, which is basically a fun idea, except, it happens too often. It is fun as a random variable happening, but it is annoying as a constant obstacle.

I found Fuses from office and put them on the fuse box, not sure if that helped anything. Maybe that helps preventing light from going off, dont know.

Anyway, due to bugs in the game, I dont know if I didnt understand the game, or if I simply missed info how to get forward/what I was supposed to do with the game.

I am not even sure what kind of game this is, as in, is it horror, life sim (as in work), adventure, or something else.

But that said, it was actually pretty fun. I enjoyed exploring it quite much, and being able to interact with things. This might well be a good game, however, right now I dont know. All I can say is that I did have fun interacting with the world, but I was quite confused about what the story is, or what was I supposed to do. As in, was I really supposed to fix those crates, or was the point that I am supposed to think I am handling those crates, then get trapped, and the game begins, or soemthing like that?

Also, couple of notices about the story progress (this is bit of a guess since partially I am not sure things are so).

First, the beginning. It is quite understandable because doors are locked and precenting you from getting anywhere but do what you are supposed to. That is good. However, two suggestions. 1. Make player face the map at beginning. That helps navigate. Took me a while before I happened to turn that way and see it the first time.

2. There is too much info given in the first speech, as in, too much to digest at once for a player. I got the keyword crate from there, but basically rest of the tasks I pretty much missed from the speech, and from crate took only very much the keyword crate (do something with them).

The task list helps however. This is not a big issue, since there is enough info around to figure these things out basically (although, once again, I still am not sure what I was suposed to do, but probabaly due to bug preventing me getting that info). But if you want to make the game that extra bit better, then make this somehow more clear.

About story progress, I enjoyed being able to explore freely around. However, the pressure things seems to be triggerfed by moving to a certain room. Otherwise okay, but problem is that player might (and I did) go first to that room, and trigger pressure thing activating, when I assume it is meant to happen at a later point.

When that "Hello Honey, Im home" text comes, it tends to stuck on the screen, not getting away, even by pressing Enter. It did go away once, but every other game test I did, it never disappeared. I used Quit - start game maybe 5 times in total, trying to figure out if that crate button thing was a bug.

I would like to give this game another try, when it is in more working state, since it seemed like it could be interesting game, depending what kind of game it is.

I played through your Demo/Proof of Concept.
I basically liked it, not terribly much, but did like, which was surprising actually, since essentially that game was choose your adventure game, which in its core isnt very interesting usually, and I do think it would be good to add bit more stuff to make it less Choose your advenuter. Like pick items, and then use them at right locations.

Somehow your writing was very good, which is surprising, since when I look at it, it doesnt seem so, it doesnt look like it is good at all actually, but when I played the game, that text immersed me into the game, and I liked following the story forward. So strangely, your text looks like bad, but it is actually very good.

What I think worked in your game, was the educational aspect of the game. As in, you were showing me some real art pieces. Looked like they might be even from some certain museum, are they? For if they are, then there was actually one thing I was very much wanting, for the game to start with text "Somewhere in the British Museum..." or whatever the location is.

For basically, while Choose your Adventure isnt too thrilling a concept, if it however would be tied on an educational game, then that educational aspect of educating me a bit about these art pieces, would be enough of a reason to accpet Choose your Adventure as the game method to make me happily play it.

Now, while I got captured by the text and the story at beginning of game, I did however feel less interested towards the end of the demo. But I dont think this was so much to do with the text, but rather because I was wanting bit more to play. Like pick item from one location, and use it on another. Say the donation box, make it locked, and make me get the key from somewhere, then use the key to open the donation box.

But all in all, I could see this game work. I could even see myself buying this game, if it does have that educational aspect into it.

And I really liked the story. It brought something interesting in that this historical statue is looking for its sisters, and the thought that this statue character is basically from somewhere from time of BC and been constrained access to outside world made it also interesting plot, as in, how is this statue going to be able to work its way in todays world.

I tried it, but couldnt figure out a way to move. Looked like minecraft, and based upon the name, I assume that was the point, that it is some sort of minecraft version actually. I however have no clue what it exactly is.
I have played minecraft with my daughter, but other than that, not much.
While I couldnt move from the start location, it did look in every way like minecraft, as far as I recall it.

I tried to play the demo. There comes some text on screen, including login:, but it doesnt react to my keyboard.

Am I doing something wrong, or is there something wrong with the Demo?

Thanks for trying out and from feedback.

Your suggestion about Penalty area is very good observation. That didnt come to my mind at all, and now that I think of it, it might make sense to have penalty area work differently from rest.

To avoid breaking the game into becoming get deck full of Run cards, it could be something like that when you get enough run cards to reach penatly area, there comes the goal button which has much less chance to score, but getting goal card would give big bonus to success chance and also, there could be something like that when you are at penalty area, then turning more cards would have some chance of leading into TurnOver, regardless what card you turn. Like 10 percent chance for a turnover, when ever flipping a card, and it could even be that each card turned would also do some small increase for the chance of scoring a goal, for example, increasing chance by 5 percent. This way highlighting the point that while you are now in an excellent position to goal, you are also at a dangerous zone where penalties might happen.

Backgrounds will be added to all places if I decide to finish this game (still havent decided, but starting to be more positive towards giving this still a try).

I have a different idea for the tutorial for the full game, but good to hear that the current version already works.

Ball movement is something that is very high on my to-do-list. I have actually couple of times already decided it to be the next thing to do, and then decided to do something else instead. Idea with ball movement would be that ball would keep constantly be showing this moving animation, first showing the moving forward animation to show how far ball is going to go with pending movements, and then having this kicked ball movement to show how far the kickpower is moving it.

Thanks from feedback, especially that penalty area idea. If I decide to finish this, I think I will try that penalty area at some point and see how it works.

Thanks for trying. Multiplayer is one of the things that I have planned for the game right from beginning, so I have took that option into consideration on code level already a bit, also, for idea would be that players could make their own scenarios themselves, this way they could make their own multiplayer scenarios for the game. However, that all depends upon if people actually like the game, since so far looks like only very few have liked it, which of course could be simply because it is just too early a version yet, and missing too many things still. However, basically game should be fun even when it has only a very few parts in it, since if basics are not fun, then adding more might not help.

Yah, red and yellow lines are telling how far the ball is going if ending the turn, as in other tells how far you are running, and other one tells how far you are able to kick the ball with the current kickpower.

Plenty of bugs there in the matches. One of them is that you are able to click on opponents cards and end turn button on his round. That would be easy to fix, but I have left it untouched, since it solves problem with some other bugs. As in, sometimes something happens which makes it so that AI doesnt do anything, which would make the game get stuck, but now player can simply click "end turn"-button, and game continues.

I wonder if the 100% chance to goal was that computer didnt have the goal-card? For if you dont have a goal-card, you cant try for a goal.

Art was actually stock art, not AI, only AI art in the game is the thumbnail.


By the way, you mention that for the first minute you didnt know what was happening, do you mean there were no tutorial messages, or just that despite them had bit of confusion (which would be understandable too, since it is basically wall of text in its current form).

Sent you feedback using the form.

Idea would be to be of two things.

Manager in sense of that deck building is the way to make the game have some strategy, instead of being completely random.

Second part is the "push your luck" idea. As in, you turn those card randomly, and it should feel like that more cards you turn, riskier it gets. Therefore making you think if it is really worth the risk to turn one more card or not.

But that Push your luck part isnt working. I mean, isnt working in sense that you would feel like that when you are playing. I do notice that when I playtest myself, that I do sometimes stop turning more cards for a strategic reason, but what I would like it to feel is that every time you turn one more card, it feels like the risk is getting higher, and that I dont feel happening righ tnow.

That to compare to 21, you are aiming at getting 21, and each card gets you closer to that goal, but everytime you turn a card, it also feels riskier to turn the next one, and yet at same time there is the incentive to turn one more card, so you could get closer to that 21. That is basically what I am trying to get this game to achieve, but it just isnt happening.

Thanks for reply and checking this game out!

First about the graphics, commenting about this since this is something that might be useful for you too. Thumbnail is AI generated, but everything else is actually stock art. And even before I had the thumbnail, I already got complained about using AI, even there wasnt any AI in the game (well, still isnt, since thumbnail isnt part of the game).

But what I will do next time is to use AI to create the temporary graphics instead of using stockart. Problem with stockart is that there is only limited amount of it, and getting unified look using them, without doing any modifications to them, can be hard.

For I think the point is exactly as you said, that as they dont look unified, people dont like them. So far I just thought that since they dont look unified, people think them as AI, but realised only after your writing, that I guess the point is actually that non unified can look bit annoying, and on top of that, AI haters associate it with AI. Will keep in mind if future to even when using temporary gfx, to make them at least unified looking, since that in itself can turn people away I guess.

Idea in the game is specifically that it is very random based, I figured there is game like that missing from the market, but I am starting to doubt that it might not have been a good idea, since like you too point out, feels too random.

Basically in the current version the randomness is lessened by building the deck to suit your needs better, however, with this set of cards there isnt much you can really do on that either, that you cant quite make your own strategy, but it is more of just trying to make your deck better. And this is one of the things I am struggling to figured out how to get more meaningful choices for the player, like if you would get to pick one card after each match, or something like that, then how could that card that you pick, actually make a diffence, and even more, how there could be two different cards from which to pick one, and player actually have a meaningful choice to make, for at least with these cards I dont really see that happening, that if there are two cards to pick from, it wouldnt make much difference which one you pick, since you basically need them both anyway.

One of the plans for the future would be adding things that I call "coach skills", this would actually be reflecting the original game from which this is inspired, for there is one part of that game that is currently still completely missing.

In the original game that this inspired from, there was this "find goal"-card, where the idea was that you had maybe 2 second to click on cards, and if one of them was a goal card, then it would reveal itself up and goal be done (in the Premier Picks, the idea was that every time you found a goal card, you would score a goal).

So I have been thinking there would be these coach skills, which would cost certain amount of "magic points", and naturally these magic points would be generated during the match, could be for example each time you flip a card, you would gain some points of this magic points.

Then different coach skills cost different amount of magic points, and they be for example the premier picks find goal card kind, and then there could be for example dividing cards into blue and red cards (half-half split, as far as possible) and then one of those colros would contain all the bad cards, and other color all the good cards, but you wouldnt know which color contains which.

And some coach skill could reveal three cards in random, and then switch those 3 cards places, so you would know which 3 cards are containing those 3 cards, although not exactly which card is which. This way the randomness would still be the ruling point of the game, but it would give you some more strategfic options to use in tight spots.

But it might simply be that the overly random nature is a fault, and even adding these coach skills wont save it.

I try to remember check this two weeks later again and try the then current version to give more feedback. I would say that as a proof of concept, it is at least partially succesful proof of concept, since playing it feels to fun that I do want to give it another try when there are more rules in the game to see if the actual game (in its first steps) will appeal to me too.

I liked this very much.

There is actually another one existing of a similar type, but with a different approach, called "Thought Experiment Simulator", it is available from steam: https://store.steampowered.com/app/2696320/Thought_Experiment_Simulator/

I really like that while this game is actually just a "Choose your own adventure", it doesnt feel like it, for you have been able to set the questions and answers in such way that it feels more like a conversation than choose your own adventure.

I also like how in the end it is shown how these choices you made would reflect to society in their full effect, and how you also tell the players type in the end.

I also liked very much how you could follow the progress of the game from those lit up balls.

However, this game does have one difficult flaw to tackle, which happened to me in three of those tasks, the point being, what if your answer differs greatly from the given options, or you notice some other flaw?

To give an example, the question where human life was calculated and then asked if repair should be done, and part of the point was that it could cost jobs to people.

What that is missing is, that repairing will create jobs too, hence the idea that human value is 200 thousand, is simply wrong, since it doesnt take into consideration how much jobs fixing the problem creates and how those in turn affect jobs, as in, some company gets and order for great number of parts, they are now able to expand, get more workers, this can result in new innovations, new businessess etc.

And similarly, even if that company fails, it just means that people will be buying more cars elsewhere, meaning more jobs to those places. Hence, while Company As all employes might become unemployed, at least for a while, Company B, C, D, E... might all hire same amount of other people than Company As people just got unemployed.

And why would extra people hired by company B, C, D, E be any less worth, than Company As people?

So when it keeps asking what would my decision be on regarding fixind the car problem,  I constantly kept answering "Fix it", because my calculation was based upon different principle than the one that was being used. This would naturally throw off everything, including the final analysis of what type of person I am.

Similarly the gun issue, I am for free guns, not because I think everyone should have guns, but because I think guns are to protect people against the government. That I would rather see gun free world, and having guns causes innocent deaths, but if we have no guns, then bad government (say nazi germany and holocaust) would cause even more innocent deaths. Free guns is best way to avoid the government doing a holocaust, since when everyone has a gun, government thinks twice before doing something like that, since people can effectively defend themselves.

Similarly my reason for keeping letters private is due to avoiding the possibility that bad government gets a complete control (North Korea).

But I guess this is practically a kind of problem that can only be solved, if using AI to make the questions and analysing the answers the player gives.

But very good job on this one. I did like this. But having some sort of background music on this might make it more interesting to more people, although, Im not sure this can really be converted into a casual experience, that people who are interested in this, do dig into this deeply I suppose.

I will give another try to this game if you explain this a bit to me, since I dont understand this game, unless there isnt much of a game there yet.

Point being, I made a route, and it seems like only sensible thing to do is to simply make a circle route, as in, going through every harbor and closing that harbor, then just drop all the ships on the route and watch them keep delivering those packages and passengers. (also, I dont see any difference between those two smallest ships, why choose one over the other?)

Am I missing something here, is there supposed to be something difficult in here, am I supposed to make more than one route (as seems pointless to do so?)

That said, the user interface is excellent. Even I didnt understand this game what I was supposed to do / be avoiding of, I really wanted to play this, since that User Interface felt so good!

How it drew those routes and ships keep moving around. This feels very much like a fun game (although due to not understanding anything, it isnt right now to me)

It seems like a real quality made game, just that I dont understand how it is played.

Took a try on this one.
There is lot I like in this game, but in its current state it clearly has not reached its potential, and game that could be potentially very fun and good game, is not yet.

I have played a lot of Tower Defence games, and what I really like is that you have brought a lot of new ideas to Tower Defence Genre (although at this point they dont work well yet).

I liked how the first couple of levels were basically puzzle games, but done in Tower Defence way, that was a nice twist, and also a very good way to introduce what different "towers" (in this case food) do.

I would however try to squeeze them into three levels instead of 5. It is not critically a problem, but when I got to level 5, I thought that this was all this game was going to be, and I thought that okay, it is a fun idea but they dont give enough puzzle elements to make this fun. However when next level with the cooking came, that was very much a nice change. Plus, what an excellent way to teach player in peace to learn to make these different kind of cookings, like fusion cookings, that he is to just make any 5 food with no time-limit. I liked that very much.

However, then came the first level where I was supposed to both cook and serve (place towers), at this point I really liked the idea of this game, but it isnt quite working yet.

Right now one big problem is that it is simply too hard. Took me several tries to get past that first cook and serve level, and when the second one like that came (I think level 10), after a couple of tries, I already gave up, since it seemed just too hard.

There are several problems currently with cook and serve levels, and I would suggest following changes:

1. While the idea of moving mouse to the edge of the screen to move between cooking and serving side is a good and effortless User Interface idea, I however noticed it became a problem for me, as I kept accidentally moving from one screen to other. Hence I would suggest make this to the options menu as optional, and add a possibility of, for example, clicking on the door to change the sides.

2. I am not sure if accidentally moving from one side to other was so much a problem, but what was bigger problem is that to move around in the cooking screen, you need to move your mouse and character follows it, meaning that when you are not in the cooking screen, character stays still.

This also makes the game extremely hard, as you cant really multitask, but you have to be placing the Towers in place real fast to get back to the cooking screen to be able to continue cooking.

To solve this problem, I would suggest you make things clickable, and character would then move to those places automatically.

This way you could first drop a product to the line, and then click to move towards getting new potato, and while character is moving to get the potato from the cabinet, you could go to the serving screen, and place the tower, when done, you would go back to cooking screen, and move the potato to one of the cooking spots.

This, I think, would make a huge difference to the playability and funness of the game, as well as make it much easier.

3. I would make couple of easier cook and serve levels, since one of the problems is that I didnt do a single fusion in either of these two, simply because I was already overwhelmed to just get couple of towers in place to avoid customers from getting to the door almost with no resistance, and multitasking these both things at the same time, makes it very hard to think about the fusions at the same time.

4. Consider slowing down the customers. I did like that they were fast in sense that playing the game didnt take long, but levels were very fast, as in, if customers would be slower, then game would take much longer to play, and wouldnt be as casual or quick-game.

However, one of the things that take a bit from the game on those cook and serve levels is that you cant really follow up what is going on on the serve side, which would be important, since now you are basically operating on the kitchen side completely blind.

Slowing down would help on that, but, I am not sure it is the right way to go, since it would change the games dynamics quite a lot.

5. Make slow down foods slow those people down more. Especially when game is already so speedy, I didnt even notice them slowing down. This made me even wonder if those slow down foods actually even worked (I think they did, but im not sure, anyway, point being, player wants to see that something noticeable happens, like customers actually noticeably slowing down).

6. It is bit annoying being on kitchen completely blind of what is happening on the serve side. It would be nice if there would be some indications on what is happening. At simples show energy and energy left on bottom of the screen for example. A more difficult version would be to have minimap showing both where customers are in the service side, in which case you could see where dots are disappearing, if they are, indicating they are not getting to the door, and in best case there would be even some indication on how much HP they have left.


More about the positive sides of this game.

I liked the story, it works as it is, there is no need to do changes there, well, actually there is one thing.

I on one level missed the story part (but I was able to see it by going back to menu and choosing this level, since then it displayed the story part again - good choice), since I was trying to speed up the text coming to screen by clicking mouse before the end, and it just jumped to the next text.

So instead of jumping to next text, when still in middle of the text, you could change it so that instead the first click makes the text instantly fully appear, and next click would take to next text.

Regarding the story, or the plot, I loved how you had made the towers be french fries etc. and idea being that you need to feed hungry customers before they reach the door. This was very funny and opened new kinds of options.

I also very much liked how some of the levels were puzzle like, as in, you didnt get to choose the towers, only place them, while some levels had both the cook and serve side. It is a really fun twist on tower defence genre on having to build these towers on another screen, just doesnt work currently. By the way, I have been thinkins something bit similar, just never had an idea that I felt like actually working, your idea seems like it can work, although right now it doesnt yet, as it is too complex feeling, making player feel too overwhelmed getting things done, especially since the difficulty is instantly very hard. That would there be some easier cook and serve levels first, you could then perfect making those food and fusing them, until getting to the more difficult levels, where time matters.

I also liked how you had that recipe book there that you could take a look on how all the foods are made, and also see their stats. For what bothered me in the first levels was that I didnt have much idea how much stronger some towers were, but that cook book solved that problem completely, as I could see precisely what they damage and speed were.

Anyway, I liked this game and I hope you work forward with it, since I think it might have potential, and could be real fun addition to curernt tower defence games, being bit different from the rest. I might even give this game another try at some point, especially if I notice it has been updated.

Check the Game page for more details: https://gamesforfun.itch.io/rogue-football-cardgame-amigamejam

Shortly: I am looking for feedback on what you liked, what you didnt like to determine the future direction of this game, or, if even to abandon it.

Leave feedback either through itch.io, for example as a comment to here, or through a form: https://docs.google.com/forms/d/e/1FAIpQLScEaM91T-ZgpmLdLArWze42i_-qjirI8s1cxxRu...

Thanks a lot for playtesting this game! It brought me lot of thoughts actually.

But one thing first, as far as I know, there is no AI generated content in the game currently. The graphics are Stcok Art, if I correctly remember I have taken them all from freepik.com website.

Not the first time however, one streamer played this games even earlier version and in the audinece there was one guy very loudly chatting "Get this AI Crap out of here!", which basically shows that fight against AI art is futile as people dont even recognise AI art, they just have an idea of it, and had I used AI Art, maybe I hadnt got the compaint at all, but now that I used human stock art, and therefore had limited amount of art to use, it shows such a missmatch between the art pieces, that people think it must be AI. Which actually makes me think that when using temporary art, it is better to use AI art, since you anyway get the complaint, except with well made AI art, they might not notice it as it can easier look more uniform.

Only AI art currently is the Capsule Image in the www.indieplaytestfest.com website, other than that, all is stock art, which I of course cant be sure that someone didnt use AI to create them, but to my understanding Freepik.com does mention when they are AI art, and freepik also has their own AI art generator, which I used for creating that capsule.


I was pretty frustrated when I noticed I had missed such an obvious bug, especially when that bug happened to confuse you greatly.

that "Try Combine 3 Cards" text should have disappeared when you went back to shop from the deck. For some reason it stayed there, which is why it crashed when you clicked on it on the shop side. Cant understand how I missed that myself, even that one was so obvious.

But it was good to see where you got confused, since I thought the first tutorial texts had been clear enough, but they werent, that it took you a while to figure out to get to that "start match", although that is partly fault of that "Try Combine 3 Cards" - option staying there where it shouldnt.

The Goal-button I figured would probably still stay bit confusing even after the tutorial-text, and you basically confirmed it, since that is exactly what happened. The real solution is to work forward and get more stuff there to indicate what is happening to figure out how that works.

But generally speaking your playtest was encouraging, since one of the things that I have been thinking is whether I should simply abandon this project, but based on your comments, I will first of all work this bit more forward still, like adding more of those things that tell what is going on, like, as you yourself mentioned too, one of the first things next in the queue for me was to add a whistle blow when the half-time and match end happens, so make it more clear that something happened. Right now you can see that the clock number goes up and back to zero, but that is quite unnoticeable. With whistle blow indicating half-time it would be much more clear already.

Also going to add some sort of text telling which side won or if it was draw, since that was a good point too. While that was on my to-do list, it wasnt on very high priority, but, when you played and commented that, I realised I should put that to higher spot on the to-do list.

The other thing was your comment about Card Game and sports not being a good combination, for this opened up a new thought I hadnt thought at all, giving new option for this project.

A bit of background first however. I am not sure you are right about the Card Game and Sports not matching together.

The idea for this game came when I realised (or at least thought) there might be a marker for a certain kind of game that dont seem to exist currently.

There is this freeware game from 1993 in Amiga, which this game is inspired from: 

This game is simply that you keep picking cards and trying to find the Goal-cards.

There is also one special card "find goal"-card, in which you have couple of seconds of time to click on all the cards, and if one of those cards you click is a goal card, then it is revealed and you get the goal (this part has not been implemented in my game yet, but I have plan to add this kind of stuff, which I am currently calling Coach Skills, as there would be more than just one of those, and they would be freely activated skills instead of cards).

It seems to me like all the card games are bit heavy card games. That there is no light card game where you would keep turning cards around and see what happens. That basically my Aim is to have "push your luck"-type of game, with less focus on strategy.

I was also thinking that "push your luck" and sports could work together as a combination (not sure about this).

I am not a fan of football myself, I actually dont follow any sports, but funnily, I watch lots of sports movies, and if you give me some card/management game that is sports themed, I am instantly interested, while I have no interested to any of the actual sports games.

As I remembered this Premier Picks game, and I noticed there were even lot of people having fond memories of it, I figured there might be a market for a game of this type. However, Im not sure if I was right on that yet, and rather I am more of thinking of possibly abandoning this project.

However, you pointing out about Card games and RPG being more traditional combination, it actually brought me a thgouth that perhaps insteafd of abandoning this, I could use this as a basis for RPG themed card game, since I havent seen lighter, push your luck kind of RPG card game. Especially if there would be overwolrd, and then the battles would be done this way, that could actually be a good combination, so perhaps I try that one instead. Well, we see.

Anyway, thanks a lot from your interview. It was very helpful and made me decide that I should work this game forward at least a bit more still before deciding if to abandon it, that right now it is still in too early stage for people to really see if this game is interesting enough or not.

Thanks for your feedback. Part of the reason why I decided in the end to participate feedback quest 8 in this state already, was to confirm that it might not be a good idea to participate with a game in this state yet (to confirm for possible future games in same situation). And basically your feedback gives confirmation towards the idea that it was not good idea to participate with a product in this early stage.

And yes, I would like to have the link to the video, would like to watch it, since seeing the live reactions helps a lot.

Reason for the separate "Goal"-button is because there is the percentage possibility of being able to do a goal. Even you get the Goal-card, you might still want to risk turning couple more cards to make the percentage chance of a goal be better (in practice the "pending movement" and "kick power" cards)

Reason for sometimes getting 5 and sometimes 4 cards, is a bug. I havent checked yet why, but sometimes when it shuffles the deck, it misses drawing one card.

The game is very random for two reasons. First is that it is based upon Tim Blacklocks freeware game "Premier Picks", which is almost fully random game. I realised such a card game didnt exist that would be more based upon random, instead of choosing your cards, so I figured I try if there would be interest to such a game. However, right now game is too random still.

There are in practice currently only three things that make the game less random:
1. The goal button, as in giving you choice when to try kick the goal and giving chance to get better percentage chance first
2. That you can end your turn manually, and therefore succesfully do the movement and get coins.
3. That between games you can buy new cards, meaning you can shape your deck.

Unfortunately, one of the core parts of the game is still missing, which would be something I am currently calling "coach skills".Original "Premier Picks"-game had this one card, which worked so that after you got it, you had 2 seconds to click through your cards in field, and if you clicked on a "goal"-card, you would score a goal.

I am planning on having "Coach Skills", like this, to make the game less random.

And reason why some opponents had better cards and also more cards, was since each opponent was different. There were easy opponents and harder opponents.

While currently the game doesnt really have any end match handling, it however does go back to the shop part, and picks you another opponent. So while technically it is just looping, you can however have some feeling of continuation by trying to make your deck powerful enough to beat even the hardest of opponents.

And still commenting a bit about that Randomness. While it is supposed to be heavily random based game, it is actually supposed to be a "push your luck" type of game, rather than just random. However, in its current state this "push your luck", doesnt really come out, but it rather feels like just random.

Oh, and you mentioned getting "end turn"-card twice in a row, without reshuffle. That should be a bug, and one I wasnt aware of. There should only be one End Turn-card in your deck. Going to check from your video what happened to find out why it is happening.

AmigaLive asked regarding my game submission earlier from Cammy, and Cammy said if updates idea was to make the game to work (a fix) then that would be okay.

I myself did a faster versions update for Amiga versions, I'm not sure if this is calculated a fix anymore, but I anyway kept them separate, that I kept the original files there so that judges could judge based upon the original versions.

However, this is just my opinion, but basically I guess Cammys main idea is to get more games to Amiga, so in that sense I don't necessarily see a problem even if someone does a huge update to his game after the submission deadline, after all, everyone has a chance for that anyway, so its not exactly unfair, well, except for those who actually completed their games before deadline.

But, of course it can be trickier question from fair competition point of view, that if someone actually sent his game to actually compete as the primary motivation, and he made it based upon the rules, then it isn't good if some keep sending major updates to the game. Also, even someone marks it clearly as having been sent after the submission deadline, I do think it will affect the rating positively, so in that sense even more unfair.

I can just say that I don't mind you or others updating the game, but don't know how others, or Cammy and the Judges, see it.

Thanks a lot from your feedback, also good to hear that you liked to Combining cards part and building the deck part, for at this point I am still very much thinking which way to take the game to, as there are different kind of possibilities. Like one possibility I have been thinking is that currently Pending Movement is simply stacking the amount of movement together and then in the end either fails to do it, or does it all, but another option could be that each movement card would be handled separately. As in if you have 2 x 1 move, and 1 x 2 move, instead of simply moving 4, it could do the move for each card separately, as in moving 1 + 1 + 2. This would then give a possibility that not every move would succeed, like there could be weather conditions on a match, like rain. If there is rain, then there could be for example 20 percent chance for each move card to fail.

And then this again gives other possibilities, like two main things still missing from this game is "Items" and "coach skills" (WIP name).

Idea with Items would be that you could for example get Rubber Boots, which could for example negate the rain effect.

Idea with coach skills comes from the Premier Picks one card. For in original Premier Picks there was this one card which let you click on cards for a short amount of time in hopes of finding a goal card. I am thinking that something like this would be a Coach Skill that could be activated by getting the skill, and having enough skill points to do it. Not sure however yet how those skill points would accumulate during the game. But basically those coach skills partial idea is also to make the game less random, as right now it is heavily luck based, that your strategy is in current version practically limited in shaping your deck. However, since original Premier Picks was luck based, I do like to keep the randomness as the default idea of the game, while still trying to add some strategic elements. Like one of the Coach skills could be that unflipped cards would be divided into two same sized groups, where one of the groups would contain all the bad cards. This would give you some strategic element, while still keeping the luck, as while you have a chance to turn only good cards, there would still be 50/50 chance that you pick the wrong group.

The Rogue part of the game is still missing too. Idea is that you can buy yourself permanent cards, and you will have character (maybe your football club?) and you will gain some sort of XP each time you play and win etc. and then after the game is over, you can use that XP to unlock more options, like maybe right at beginning having more cards at the table.

Basically my idea is that the aim of the game would be that at some point the player would have, similar to original Premier Picks, a load of cards in table to pick from.

No, it is soundless at this point still.

Just realised I have misunderstood word "Throttle" all this time. Didnt understand what you said about Throttling CPU, until checked from dictionary the meaning.

So how much did you speed it up? As in, is it now something like 040/2500 instead of 040/25? or do you have any idea?

Thanks for adding to that AmigaLive.

So how does that system actually work? I mean, it reads A4000 68040, but I guess that is not actually emulating the real speed of A4000/040 machine? Or is it? For that game seems to be working too fast for it to be on actual existing 68040? For my understanding is that due to scaling currently happening, it should be tough even for X5000 to run it since it will be done on CPU on Amigas. PCs have no problem since they use GFX cards for that, but Hollywood to my understanding doesn't have similar support to GFX cards in Amigas, hence reverting to raw CPU.

Yeah, it can be done and actually Andreas have even recommended not to use the ask mode anymore since he thinks it is bit old and might not be completely compatible anymore.

However, since I didn't know what to do and deadline was closing, I figured it was best option to hopefully get it to work on AOS3 by putting that Ask requester there so that at least one of the options would work. But it can be removed.

I think I will make a question to Hollywood forum for someone to explain a bit more about those Display options, since I am actually not sure what I should use, and after I get reply I can make an update which would use the option that they suggest to do.

I haven't really paid much attention to that yet, as I actually have a plan to make my own screen selector system, where user can more freely choose different options for the display. For example, there is option to do scaling either smooth or not, but I don't see an option how user could choose it through requester system, so I am planning on adding my own system where user is asked whether he wants to use smooth scaling or not. Point being, that it should be slow as it is already on Amigas, but if someone has enough power etc. maybe they wish to use the smooth scale for better looks.

Also, the major reason for my own system is that I am planning to make a system where user can choose some different resolution in such way that all the graphics are then converted to that screen resolution, meaning that it wouldn't need to do any scaling during the game.

That while the game by default is 1920x1080, you can choose to remake all the graphics to for example 800x600, and if you then play the game using 800x600, it would be using those new 800x600 graphics instead of the original ones, and this way there would be no need for scaling. I trust this will make the game work at decent speed on at least PPC Amigas. I doubt Classic would be able to handle it even then, unless maybe in 320x256 or something.

I have partially implemented that system there already, but didn't have time to fix it for this AmiGameJam yet, as was barely able to make this playable even. I plan to have much more stuff in this still.

This is great feedback!

I passed this info to Hollywood forum of the tipic: https://forums.hollywood-mal.com/viewtopic.php?p=21468#p21468  so Andreas can take a look at this and perhaps get some idea what the problem is. Maybe you can even jump in and join the conversation to help fix this bug.

This is actually first time that someone reports it doesn't work at all, and that crash too, so this might help giving idea where the problem lies at.

For everyone else it has worked after they have either used ALT + F4 or that WINDOWS + SHIFT + RIGHT.

I think other one moves to other monitor or something like that, about the other ones purpose I am not sure, but I think black window issue was fixed with that WINDOWS + SHIFT + RIGHT.

By the way, you mentioned it had jumped to TV monitor, so did you even see the text displayed telling about this bug?

For so far to my understanding others have seen that message, while after that it might become either black screen or disappear. 

I think it was after they select the screenmode that it either shows blackscreen or disappears, not before that.

(1 edit)

I have only tested the PCX64 version, none of the others, so I hope the PPC ports don't have that black window too, I am also wondering why is it doing that. Only thing I can figure where it should display a black window is if the Debug Window would be started, in which case there should read something in that black window. And at least when I run the game myself, I don't get any debug printing out, and there shouldn't be any debug printing that only AOS3 would activate.

That the PCx64 version is not working is strange. How does it not work? Does it give some error?

I just downloaded all those bundles and the separate PCx64 version, and they all work on my machine.

There is a known issue with double or more monitor setups, where it shows either a black screen or doesn't show anything. Depending which one happens, you can get around it by using: ALT + F4, or WINDOWS + SHIFT + RIGHT.

However, you should have seen a message about this double monitor issue when you started the game.

It would be great to get that double monitor issue fixed properly, for it seems to be with Hollywood itself somehow and many seem to be encountering it, but problem is that neither me or Andreas (Hollywood dev) are able to reproduce it.

By the way, you did notice that I sent new versions yesterday bit before the submissions deadline? Now it asks at beginning in what screenmode to open the game.

Dont know if this helps or not with AOS3 version, but it was like a best guess shot.

And thanks a lot for reporting all this. I think I need to set emulator environment up myself to test the AOS3 version myself too. But as already said, AOS3 version isn't really there as a version to use, but rather for those who might want to use emulators or those who want to play this in year 2050 with their newest fastest classic.

That is strange. It should have basically worked as far as I understood. It is still complaining about the same opening the display part, as I adjusted the code it changed from line 16 to line 27.

Not sure I am able to check this out before Submission deadline.

Actually, now that you are active there, I just uploaded the updated AOS3 exe separately to the download files. If you can try and see what happens, it would be good to know.

Thanks.

It actually crashes when trying to open the display already. It is automatically trying to open 1920x1080 Window, but I don't know how Hollywood handles a situation where screenmode is smaller than that.

I am changing the code in such way that it will scale the window to fit the current resolution. But still, this is basically not meant for AOS3, although I suppose through emulation with beefy enough machine you might get it to work properly.