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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 am using LUA-based Hollywood: https://hollywood-mal.com/

I guess this will be out of question for the supported ones, with too small a userbase.

I only read FarClip.AI and was already excited, only now read what it actually is.

So is it so that Farclip.AI is only useful if I am using Unity, Unreal, Godot? As in, there is no ChatGPT kind of mode where I can use it to help me with the story, code, picures?

I was actually joining and planning on using the one day that I have (monday) to try get something done just to have a chance at winning one of the farclip.ai one year subscriptions, but if it is only for Unity, unreal, Gotor... then I guess I wont be able to use it, since I dont use any of those?

(1 edit)

There is no need for more hints, as long as game doesnt get any bigger than it now is. Point being, with only two items in inventory, its not hard to come to conclusion to try it just in case, as I did. Plus, as I said, I actually liked that puzzle in the end. It would only be a bad puzzle if I would be having loads of items in my inventory, and then having to figure out that from all those hundred items, it is specifically the crowbar I should be using.

Edit: Actually, to put in other words. That you have only letter and crowbar in your inventory, is already a hint that you might need to use the crowbar at that point, since there isnt really anything else you can use. So while it might be one of the last things to come to mind to use, since there are only two items, it doesnt take long to get to the last thing that comes to mind to use.

Possibly bug, and a comment.

Talked to Emily, she moves further away. I give her crowbar. This the comment, For I actually liked quite much from the idea that you had to give the crowbar to Emily to juggle with. 

Otherwise I would argue that it would have never came to my mind to ask her to juggle the crowbar, however, since it was practically only thing in my inventory (only other thing being the letter), it didnt take long to figure it out, why not try pass the crowbar to her.

So, right now that puzzle was fun and enjoyable. However, if there would be lots of items in my inventory, then that puzzle had been quite bad, since I wouldnt have thought of givng that crowbar to her as a solution. Now I just tried it based upon not having anything else to try anyway, so who knows, maybe she takes it, although I thought she wouldnt. Was more of thinking that I probably need to find some round shaped thing to give her to juggle with that would cause damage to apple stall.

The possible bug part: After crowbar is thrown and apple seller drags emily home. The description still tells that there is apple stall, and seller behind it.

However, using TAKE APPLE, did work.

I assume idea was that the apple stall is now empty since seller is dragging Emily home, hence making it possible to take one of the apples from there.

Couldnt do EAT nor CONSUME apple (only tried consume as alternative to EAT).

SIT BENCH, BREAK BENCH (didnt recgonise)


I assume you did the fix of text sctrolling problem by forcing it to empty the screen when it is full of text. This is otherwise good, but it creates two problems. One more of a minor, one bit more serious one.

Mionr problem is that sometimes when trying to figure out what two words I should use, I wonder if I already used some word, this is more of when I already have an idea of what words to use and in different comgbinations, then right after hitting enter I might think "Which combination was the previous one" and then screen might have cleared and I cant see it anymore.

Bigger problem however is that in these kind of situations where I am trying to guess which two words to use, I dont have time to see what text game is putting out as last.

Like I might use "GIVE APPLE" there comes text to screen, and before I get to read it, screen is already cleared out, and now I dont know if I succeeded in doing something or not.


Possibly bug, unless it is by purpose that you dont see right from distance.

In front of farmhouse you see a cow LOOK COW and he answers GOAT is tied. LOOK GOAT, wont be recognised.

So is it a cow or a goat (sounds more like goat) and if the idea is that you first see wrong, then it would be logical to give same end result, whether using COW or GOAT, since you anyway now know it is a GOAT, so why cant I just LOOK GOAT.

This also creates the problem of having to try things twice. TALK COW, TALK GOAT, since I cant be sure which one could be right.


Bug and hard to understand.

I finally got past the farmhouse of Mr Legge.

It was very difficult to understand what I was supposed to do. When trying to go to gate, it tells me to check if Mr Legge is home. So I use all kinds of GO HOUSE, GO FARMHOUSE, LOOK LEGGE, TALK LEGGE...

DIdnt come to my mind to KNOCK DOOR.

However, as I thought the idea might be that I need to get to the GATE, I assumed it was a GATE to the house all the time, and since there was that COW / GOAT that seemed to be possibly guarding that place (was anticipating it to be that way), so I started trying to do something with that, and thought solution would be to GIVE APPLE to the GOAT. It also came to my mind that since its a GOAT, who know, maybe it will eat the LETTER instead. so GIVE LETTER, and that started conversation between Josephine and Mr Legge. I assume this shouldnt have happened, especially since this conversation didnt trigger the possibiilty to go to the GATE.

However, because of this, I realised to KNOCK DOOR, aftetr which Mr Legge asks lettetr for a proof. GIVE LETTER again, same conversation happens, but now the GATE is finally accessible.


Bug, a serious one in practice I guess.

I finally got to GATE, it tells there is a TROLL guarding there. TALK TROLL does nothing, which I assume is the right thing to do, nor can you go EAST (which is only direction shown, blocked by this troll I assume)

GIVE APPLE works, and Jospehine talks with Steven (The troll I assume) and conversation obviously was supposed to have some previous talk.

I lose the APPLE from the inventory, but way is still blocked by TROLL. Therefore I assume I have to load a previous save, since I guess I cant get pass this, even after the bug is fixed, since I dont have the APPLE anymore, and there is no way to get back to GATE.


Also, was that COW / GOAT supposed to be blocking a way, as in, was I supposed to interact with that somehow? Since that never happened.


Anyway, waiting for update/confirmation again, before continuing.

I Continued the game now. Now the "Look hole" worked, didnt need to start from beginning.

After I kept looking at the hole several times, Josephine finally ran away from the place, and there it shows NORTH as one of the directions, but using N says "Cant go north".

Possible bug: Emily juggles a pie accidentally to apple stall. Apple stall gives one last chance, emily moves further away. TALK EMILY, and same thing repeats again, by purpose, or should it change like text is hinting?

I see Feral Girl standing on top of Devils Thumb holding Violin. LOOK GIRL, TALK GIRL, GO GIRL, LOOK VIOLIN, none works, mainly keeps saying there is no girl to talk to etc. A Bug?

Since I cant figure out what to do, and it seems a lot like I might be encountering bugs, possibly preventing the progress, I stop playing again to wait for your reply to confirm if I am encountering bugs preventing from getting forward.


And as you mentioned that hopefully you didnt scare me from the original game, quite the opposite. It looks like kind of game (Horror) that I wouldnt usually be interested in, but now checking it on steam and seeing it is a point n click game, and having played your parody version (which also explains the humour part why it is in such way, as in, now it makes more sense), I am actually a bit interested in playing the original one. Might well do so one day if I bump into it on a suitable discount.

Oh, and one more thing I forgot to mention.

In that Puzzle Panel, make those Box Arrows brighter. It took me quite a long time before I realised there was a number box, and then on top and bottom of them were boxes with arrows, that I can simply click to change the numbers (which was very comfortable actually, since I could just use mouse)

Those Arrow boxes actually confused me at beginning, since I was looking at them and looking if there is some meaning to it, that only some of the boxes have numbers, while some dont (point being that I didnt see those arrows, as they were so black, so I thought they were empty boxes and thought there might be some pattern to number boxes appearing among empty boxes).


Regarding the brute forcing. I dont think Brute Forcing is a problem. I would say, leave it there so that people can Brute force through if they want to.

Problem was that I first opened the Puzzle Panel, and then took the attitude that, okay, I solve this puzzle first, before going to check any other places. As in, I took it step-by-step approach, without realising that there were hints for the puzzle elsewhere. As in, I thought the Puzzle was independent from anything else, that all the necessary info to crack it, are there already, especially since instead of thinking Chapter : Verse, I thought it was X : Y as in Division result, which also made sense since there were only numbers from 0 - 9 to choose, so even bigger numbers divided by others would fall down between 0-9.

By other words, you need to figure out a way to either make it so that, for example, force player to see the Second Panel (the key to puzzle place) first, or then you have to encourage them to leave from the puzzle panel to explore keys to the puzzle.

As in, there could simply come a text something like "Oh, I know these Eldoran ships cracking systems, the key to crack them is always somewhere else to be found than on this panel", making player understand that not all the necessary info is there in that puzzle panel yet, but he needs to explore somewhere else to find the keys to solving the puzzle.


Regarding the Fifth, change of colors, I noticed the color changes, but I wasnt actually quite sure what was the difference between, was it standard blue and red, but I did notice that, was it green, meant the solution was right, which helped brute forcing it.

Ah, just realised you are the same dev behind The Choice: Moral Dilemma game too. Liked that one very much too, and this one is similarly very much a quality educational title.

While The Choice was perhaps more gamish kind of thing, reminding of Choose Your Adventure, this one reminds more of a Interactive multimedia representation, and I mean in positive sense, since often Interactive multimedia presentation just means that you can choose which chapter to read in what order, but this one actually lets you make choices that affect the outcome.

I very much liked how you have put contents of a book into an interactive, slightly game kind format and are giving relevant info in small snippets. It was very interesting and made me starting to think about if there would be a way to make civilization history kind strategy game that would also take these things into consideration. As in, could there be completely new approach to 4x strategy type of games.

It is a really shame Education Genre isnt prospering the way it should, since these two (and I noticed you have a third one in next Jam already, going to try that one out too at some point) and if the third is of same quality, should already be well worth making money, but in todays world with educational games/media genre being where it is, this kind of well worthy work isnt getting necessarily any.

However, I would suggest you could consider packing all these three, or maybe even adding 2 more or something into one package, and sell them as a package together. Not sure how it should be done, but I would imagine market for something like this does exist, just dont know how hard it is to find that market.

But great product again, not as good as The Choice, but that is partially since the source material gave you less to work with this time.

First, I liked this one.

Now I guess this is more of a test game to see if there is point in continuing the game, hence I am not going to comment much on minor things, since I assume you are working forward on them, like nothing happening when clicking "Options"-button.

Music created atmosphere very nicely, I was right in the game thanks to that music, and interested in what is going to be happening.

Movement was quite quick to figure out how it worked "ASDW" + Fire.

The puzzle. That was such a shame I missed it. And this is design question for a future.

Problem was that I first picked the First Console, which was the place to put the puzzle, and started solving it. Thought they were numbers divided by other numbers, and was trying to figure out what those numbers were, and eventually just decided to go through all the possibilities to solve it. (also thought that the letters might actually be some coding error, as in it displaying those characters erroneously there, and therefore I ignored them)

Only after that I went to check the Second Panel, which was actually necessary to properly solve the puzzle, and when I realised the idea, I felt such a shame I missed that, since it looks like you had made pretty excellent small puzzle there. I really liked the idea, that first of all were the pictures telling which book, then to figure out one of the numbers, you had to realise that those books were opened from certain chapter, hence you would know that since two showed same book and same first (alien) number, that number would be representing the chapter number, therefore you could know which verse to look from the other book.

I also liked that it seems like there was also need to figure out couple of alien numbers, as in, you would combine them together with other alien numbers to figure out the number (at least I assume that was the idea). Very fun little puzzle, and one that was still easy to figure out, yet really made you think about it, and having to use a bit creativity to get it done.

However, I think the third puzzle had an error. You were looking for "G"s from verse 17, and there were only 3 of them, yet the answer was 5?

Or did I actually not even figure out how the puzzle should have been solved. I mean I assume it was Book by those pictures, then Chapter : Verse, and what letters to look from that verse.


Regarding the christian message part. This depends upon what your target is. If you are targeting this to be played by non-Christians, then the dialog was a bit bible verse heavy, as in, it made it bit hard to understand the games plot and so on, as it was talking with bible verses.

However, if you are targeting this specifically for christian audience, making this basically bit of Edutainment game, then this is really great, count me in, Im interested in buying this one, since while it distracted a bit from understanding the plot and from the flow of the plot, it was at the same time an excellent, entertaining way to remind about random bible verses (although these verses werent random in sense that they did fit the dialogue/plot, but from learning point of view, random verses to be reminded about).

Dont know yet if this has life as a normal game. But as a Christian edutainment game, I am already looking forward to buying the full version, so definitely good for that purpose, although, I guess, the market is very tiny only unfortunately.

That scrolling bug happened with full screen, and probably non full screen too. Point being that I started with full screen, so bugging definetily on that one, but I encountered that scrolling bug several times later too, and I guess at about point when I encountered that room not changing (by purpose I guess) and waking up on bed, was the point when I toggled the full screen off so I could write these reports at same time, hence I assume I encountered that scrolling bug after that point too, since I got it quite many times during playtest.

Knowing that I am not far from completing the game already, I am quite interested in completing this game actually. And yes, I did try "Look Hole" too, so something wrong there.

Ah, didnt know about that Papa Roach lyrics, nor the band, neither knew that this game was referencing some other game, if I understood right from your answer.

Anyway, now that I know this game is short, I think it is pretty good game. I wouldn't pay from it, but it is one that had it worked completely and I had completed it now in one session, I would have thought as having been very good entertainment.

Very hard to see from this little yet, but I sort of did enjoy about the idea of walking with that ghost around the area, and then being able to get close enough to paintings to click them and see some info.

Also, the amount of info was quite suitable too, since it wasnt a wall of text, but text you can actually read through in seconds, making it not stop the flow of the game. As in, I could see this could work as some good edutainment kind of thing at school class for example for elementary schoolers

As in, add some platformers that you actually have to jump on top of to get to other areas and see some paintings, and suddenly, that painting you get to through some hopping starts to feel like a reward you want to read due to feeling it is a reward.

Especially if adding some other game there at same time, like maybe you need to collect info on 20 paintings, and then you go around and you get that info by clicking on these paintings, at which point they are stored in your inventory and you can click any time to see the same info again (with the picture of the painting included), and maybe there are even some doors which make you some questions about the paintings, as in, doors wont open unless you know what year Mona Lisa was painted and 2 other questions, answers which you can find by clicking the paintings.

This could work, for as I mentioned, I sort of was hoping the one room to be bigger, and there being platforms to jump on top and see one painting there on top and was looking forward to getting on top of that platform to see the painting and the info.

Bugs and other notes: (I am writing these same time I am playing)

I think it was the trainstation, where it constantly happened that when there was full screen amount of text, when I pressed enter, it made the text scroll up (and showing down arrow at bottom) when pressin enter again, it would then scroll to the bottom of the text.

Meaning that advancing text forward I had to press enter twice, and it was annoyingly jumping due to jumping up and down due to that.


Doesnt recognise "ENTER" had to use "GO". I was specifically using "ENTER IN" since that seemed most natural as it showd directions I can GO to, and mentioned INN being there in the description.


When I talked to Bartenfder in the Inn, there is slight misspelling, he starts the sentence "As,". I suppose he is supposed to Say "Ah,".


Heard footsteps, tried "HEAR" and "LISTEN", didnt recognise.


Briefly saw an old man disappear to east, used "FOLLOW MAN" didnt understand.


I am not sure if I am encountering bugs, or if it is part of the plot. Going backroom, opening toilet, after that continuing NORTH, then coming back SOUTH again, then I tried to go EAST, and it seemed the place didnt change, but it kept saying I was in the back most room or something like that, even I changed the location again couple of times. However, it did tell about stuff that was in the room, even rooms description stayed same, so Finally typewriter, read the letter, looked behind, woke up in bed.

Then I went downstairs, and it didnt tell the barkeeper was there, but using "TALK BARKEEPER" however did work.


"you see pump, lederly lady" (I assume meant to be "elderly")


I look unmarked grave, I take crowbar, I use "LOOK" then "LOOK GRAVE" again, and it again sees the crowbar inside the grave, on top of that, Crowbar has dispappeared from my inventory. But I can take it again from the grave. Endless loop.


I went from umarked grave to WEST, there was this Lady selling buns or something, and there were Wall and Plaquest, I went again to the WEST; and got NO DESCRIPTION of the place, nor where to go. Just completely empty screen, except for the character telling I can type.  I typed "WEST" (I think) and I ended up to the forest with the injured elrerly man with religious cloak.


Hittin Father in the forest was bit confusing. I started by punching him in the Gut, since I figured that would be the right way.

After that you didnt get to pick a next number, but instead you had to use "Talk Man" again, making it confusing.

On top of that, he says "Hit me harder" So I figured I took a wrong option, and went through other options, where he keeps saying more to right, or most confusing, when I kick him into chin, he says "Higher", after which I chose Slap Face, and it took me a while before I tried Punch Gut again, at which point it said "again", and I did, then it said again "Harder", which I by then figured out it probably means that Punching again to Gut, will make it automatically punch harder.

Was unnecessarily stuck in this place for a while, due to unclarity.


Conversation with Father after punching "Jospehine:...  ...help me find asomeone here", I assume you meant either simply "someone" or "a someone".


You are at the Forest, Voice: Ha ha, it shows exits as EAST and SOUTH. However: SOUTH = "Cant go sotuh", EAST = "that sound is coming deeper from the forest, I ought to check it".

Go FOREST, GO VOICE, GO DEEPER, none work. 

LOCATE VOICE (didnt recognise the verb)

I use WEST (Which is not mentioned) get deeper into forest. It shows me NORTH and voice coming, doesnt mention else. I use NORTH = Cant go north. I try EAST and it finally mentions that voice is coming from a hole.

I try to LOOK HOLE, GO HOLE, TALK HOLE, etc. nothing seems to work. I am stuck in this location. There is probably error in the description, and while it mentions the HOLE when trying to go to EAST, it dont seem to react anything HOLE related, except for "SHIT HOLE" which it just says "thats rude".

I save and quit.


 Generally speaking. I like the writing in sense that it is good writing. I also like that this seems to be guiding player quite well on situations. It keeps things (parser) simple, like when talk to barkeeper, you get to choose from number options. Sometimes it also continues the conversation in mode where you only need to keep pushing next number, which I also liked. This is actually how the talk with the preacher should have worked out too, since now I wasnt sure if situation was continuing, or if it was resetting everytime, because sounded like puncing one place resetted the situation, since I had to use "Talk man" again, instead of pushing numbers until I get it right.

I havent played much text adventure games, so I cant really say if this is any good compared to the rest. But basically one thing I would have liked had been to know the progress of the game somehow, as in, am I already half way done with the game or something, since basically if this is a short game, then I might want to continue and play this through even. If on the other hand I have played no more than 10 percent of this game yet, then I definetily am not interested in finishing this, especially since the humour and some other things didnt appeal to me.

As in, I felt it was contradictory that on one hand the main character is basically very upscale woman, and yet there is toilet humour and all these drinking humour in the game, or like the father cussing suddenly in his poetry. I personally find these mostly unhumorous, or rather, it can actually be very funy when upscale people do vulgar things, due to the contrast, but I didnt feel like you were able to hit that, but it was rather more like that someone had potty humour in his mind, and then thought it would be funny if potty humours target is upscale people, but fails to make it nothing more than potty humour.

But other than that, I was interested in the story, and did enjoy playing this basically. Wouldnt stay very long in this, but it has more to do with that I dont think text games appeal to me enough, that they are rather short time of something slightly different, rather than actually spending a whole day enjoying.

Anyway, if you tell me how to get forward from my location, or if I hit a bug or something, I might continue this later, since I am at same time feeling like not wanting to continue anymore, as well as wanting to continue it forward, not sure which wins.

Was about to download and try this game out, but it showed me a message: 

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Dont know what causes these, saw one like this in previous Game Jam #2 as well, but dont dare to try until I know they are actually mistakingly flagging these in itch.io as I am suspecting the case to be.

For others in need of doing this same. It is good to post a message to your submission pages comments, so people will see it when they check your games submission page. Another location where you could also post, is to top of your games page, since I think most people planning to play your submission, will also check your games actual page, or at least, the top of it.

@Goury, I posted this kind of message as a comment to your games submission page already. So no need for you to do that anymore.

(1 edit)

Forgot to mention that I was using keyboard to play, and this is definitely a gamepad game, as you yourself pointed out too. So that would of course affect the overall experience and learning difficulty too, as in, with gamepad you know exactly what controls to use, while with a keyboard you have to figure out which keys, and how many of them are in use.

But showing which keys to use was quite clear.

And yes, I could see 3D Super Smash Bros making sense, since currently Smash Bros is 2D practically, and I can easily see how many fight game players would like to have Super Smash Bros with Tekken style fighting.

And GPU: Geforce RTX 4060.

I might have encountered a bug, for I kept seeing these Lines all the time, here are two screenshots to show them:


Then to the game itself.

I am not able to say much about this, since this is not the kind of game I play much. I dont play fighting games much, I have played 2D fighting games before, but at 3D era I havent played only very little, and only one I have played bit more has been Tekken and Super Smash Bros Melee (which is actually more of a 2D fighting game).

Hence I cant really say if this having potential to be as good or not, since im not sure what a player like that is looking for. But I did like that there were those platforms that you could jump on top of. Of course not much use from them with the current CPU AI, but then again, I assume the strong point of this game is not CPU players, even if they would have very good AI, but it is rather in Online mode. I could see myself playing and enjoying this in some Lan-party for example, or even playing Online with some friends, althouhg it would need to be initiated by the others, since I dont think I would be suggesting to play this kind of game.

I assume this would be basically good for its target group, if it gets enough fighting options, like Tekken had. As in, lots of moves.

To me however, it would actually get better by becoming simpler. I could almost see that I could enjoy this if this would have only one-two attack options. Like just pushing others, trying to push them out of the platform to drop down, or just give regular hit plus push. As in, you can either beat other one by beating him many times enough, or by pushing him down. And maybe quick attack and slow attack, and maybe being able to throw other players against others.

One thing that could be fun, would be if there would be something like constantly shrinking battle field. That basically you either try to be the last one on the plaform that is left anymore, or you beat them before it gets too small.


I dont know where the other poster got those questions, I assume he noticed some question form I missed, so copying from him ans answering here:

What was the most frustrating moment in what you experienced?
Choosing fighters, that felt quite unintuitive.

What was your favorite moment?
Getting on top of a moving platform.

Was there anything you wanted to do, but the game didn’t let you?
At first when I tried to jump on top of platform (with different fighter) it didnt let me. I was wanting to do that, although, if it is due to different fighter, then it is actually a good variety.

 If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

I would make it very simple game, as explained before.

How would you describe the game to friends and family?
3D fighter game, no clue if its any good, since I havent played those, so cant say much from fighter game in its early stages only.

Gave it a try now and beat the game as it is now (1 level only).

First of all, there isnt anything critically wrong with this game, but it is basically already good as it is. Only that it can be improved further.

There is some confusion with learning the game, but eventually, and quite fast too, you do learn almost everything. There were only very few things I didnt figure out in the game, basically at all, but they werent that essential.

For example, in version update it mentioned that 40 percent of empty boxes are empty, and 60 percent filled. I didnt realise this until I read that version update text. So that doesnt translate in the game. Perhaps add a sound or short animation showing that box was empty.

Perhaps this alone added to the confusion that I am stil not sure what all those boxes too, but maybe point is that regular boxes were random, and others were actually set, as in similar looking box (at least the mine box) would always contain the same thing.


Mines had double problem. First one was that there was no option to choose the keyboard buttons myself. I am using Advantage 2 keyboard, which means that to use wasd and "space" at same time, I need two hands. Since my other hand is using mouse in the game, and other game is using wasd, I had to use my third hand for the space, which was difficult, and hence I didnt actually use mines, except to give them a bit of test. And that test seemed like those mines didnt do anything. Small guys, big boss, they all walked to mines, mines disappeared, but didnt seem to do anything. A bug or did I not understand them?

To get replayability for a game like this, is basically to ask for email and have a highscore list, so repeat play is to get hirher in the list against other players, so in that sense your registration demand is understandable, for to take myself as an example. I had a lot of fun playing this game for this short while, but I see no reason to return to play it ever again, especially since I am not one of those who usually is interested in competing against high score.

In addition, right now there is only this one level, so instead of having endless mode, there actually is no fun in competing against the high score either, since right now climbing on the list means you just keep playing the same again and again, and it is not a matter of if you are more skillful than others, but whether you are willing to waste more time of your life to this.

As I am not much of a fan of this short game genre, or, endless game highscore type of games, I am not able to say how this should exactly work, that should you just add endless mode here or what. To get me to play this more, would be to add for example a map with locations that you need to beat, and when you click on one of these places, then this kind of battle starts, and you get upgrades etc. I could easily see myself spending some time with a game like that, since this was quite much fun.

Especially the shooting was very satisfying and fun. Other player pointed out that it is getting bit annoying repeatedly clicking mouse, and I agree that it is so, I too fel bit annoyed continually clickin, especially since for last couple of years my hand have started giving me trouble doing so, as in I sometimes get pain to my fingers rapidly clicking for long time.

However, that said, while I would quickly think it would be nice to have option just keep mouse button down and it keep shooting, or auto-shooting even, I however think the game would lose something changing it away from clicking. I dont think the game would be as fun anymore if there wouldnt be the clicking included.

But having some break from continous clicking would be good, so maybe an option to sometimes have machine gun for a while, which would work by simply keeping mouse button time, until clip is empty, at which point it goes back to regular clicking. That could work as giving break from clicking, and yet not ruining the game completely.

Gane ending was bit confusin. Couple of first times when I died, I wasnt sure if there was some chance that I actually wouldnt be dieing. It always felt like I died twice basically, and that the second death could have been avoidable, especially due to name of the title.

Similarly having to click right mouse button at end of game was bit strange feeling too, but nothing critical again.

And the meny navigation had similarly slightly clumsy feel. As example, moving mouse to left-top revelaed the keyboard/joypad control, but it seems you didnt have way to get it to move back to its position, but you had to make some selection, which meant that if you just checked, you had to click twice the same setting to have just watched what it looked like there without doing anything.

Moving out of top of the appearing menu, had felt natural way for it to close again.

Similarly going to shop and having to click that small shop-icon again wasnt most natural feeling either. Would have liked there to be big red X somewhere to click, making it feel more natural and not needing to feel slightly unfcomfortable. Nothing critical, just that could be improved. As I said, things work already, just that game gets slightly better when things work smoother.

Big Bosses attack didnt translate very well to the player. I never felt like I understood its attack. I mean, I understand he is just leaping towards you, but I dont quite feel if there is limit to his leap distance or something like that. It felt more like sprite just moves towards me in some way, rather than big boss actually making an attack against me.

Except for some slight confusion, things in this game are quite well done to be clear. Like you can see the shooting distance, although, that was something I would have liked to be able to affect. Like start with small circle, then upgrade it to wider distance. That had been lot of fun, now it only served as making clear the distance you can shoot at, instead of being able to affect the distance too.

All in all, very fun short game, which I hope you will make a longer one, or then at least remove the registration, since in its current form the forced registration surves no purpose but to avoid people playing it. However, adding endless mode would already give enough purpose for the registration.

Although I had a lot of fun, and extra points from having even a plot with animation explaining it, and entro too, I dont think I will be playing this game again every again, since there isnt anything that appeals to me personally, that would make me come back, but dont take that negatively, since I am simply not the target audience.

I dont usually play endless games, and like you had skins there (good idea) they have no use to me. While I of course understand that people like to have different skins, I personally dont understand the appeal of skins. I would however had liked if in addition to these skins, something else had happened too. Like characters with different abilities, or even their own shops.

Yes, this Jam is simply to get feedback for your games, regardless in what phase of development they are. This is not a competition in any way.

 Itch.io Jam system is simply used because it is easy enough way to get this done, even Jams are technically meant for something else than this.

Clicking on view page gives following message: 

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Yes indeed, that is all it needs and I will be satisfied customer already.

Now for the extra satisfactory by adding the scenario option, as in, you can choose what lands already belong to people and how many armies etc. and also possible other unusual conditions, like some kingdom cant recruit more units, or get more money or something like that.

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Actually, decided to make another reply still. As in, what am I expecting from the full version. (I already wishlisted it on steam).

Normally it is very important to me that game has some sort of story, a campaign mode in this case for example. However, this is the kind of game that is exception. I dont care if this game has a story or not, since this is the kind of game where I just want to choose a map (with random choice as one option, or even random generated map) and play.

Since you are already planning on having map editor, this will probably solve pretty much all the problems, as in, giving me everything I want, as long as there are players.

For point is, there are certain kind of maps that I want. Naturally I want maps that I would call regular maps. Your demo map would be something I would describe as regular map.

But in addition to these, I also want some specific maps. Things like maps that represent real countries. For example, I could see that one fun option would be to have World War 2 map, which would start from certain year for example. Pick 1942 and germany has lots of area as example, instead of the regular, castle with surrounding areas. That would be great, as in, not just maps, but also scenarios.

I also want those special kind of maps, like one map that I want is such where each territory has one territory on left and right side of it, and they form a circle.

I also want one where they form a grid. As in, territory has one territory up, down, left, right, and then those territories are connection territories, which again connect to another territory which has one territory each up, down, left, right, forming a grid.

But those are kind of maps that might not be good at campaign, but they are those special maps that are fun to have there. But these kind of maps are lot of trouble starting to make yourself, but, with map/scenario editor, and lots of players who start making those maps themselves, and a way to make them available to other players easily, like clicking on menu "Custom Maps" -> "Other players maps", this problem will get solved itself, since community will start building all kinds of maps, like different countries maps.

Just make sure there is some sort of categorising system, mainly that there is at least Small, medium, big, very big map groups, so you can pick certain sized map for yourself, since that is the main thing I am looking at when playing a game like this. As in, most of time I want a quick game with small map, but sometimes I might want the largest possible, when I have time to play well.

And those scenarios. They open up all kinds of possibilites. Like there could be you vs just one AI, and the AI at beginning has whole loads of land, money, power, but maybe AI doesnt get any income, as in, he needs to survive with what he has, while you start from beginning, making it a game of starting against overpowering enemy, but one whos conquest you need to delay long enough to grow yourself strong.

All kinds of fun possibilities come up when having option to make a scenario, instead of always starting from beginning.

In what I am wanting, I would compare this game to a game called Slay: https://www.windowsgames.co.uk/slay.html

You can try it out for free. It is an old game, that I still keep playing every now and then. I can see similar charm and wanting similar gameplay from this game. Except, this one has an option for scenarios. Slay wouldnt work very well with scenarios, since the game play is too simple.

Anyway, check out Slay, and basically copy its game play options, which is practically just choose a map from multiple options, and play. That is what I want from the full version of this too. No need for story or campaign, since this the kind of game where I just want to quickly play one game separately from rest of the game, and come back to every now and then to play another.

Edit: Forgot to mention. I have completely Missed that Vigins: FIelds of Conquest game, which is a shame, since I would surely have enjoyed that one back then, especially since there was bit of a lack of strategy titles on Amiga at that point in time, and I was enjoying playing them.

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I put this Jam up only yesterday, and didnt tell anyone about it yet, so actually that you already joined in under 24 hours is a good sign. Previous FeedBak & Exchange Jam, which ones playtesting & feedback period is ending today, had 44 games, and everyone seems to have got at least one feedback, and ones having only one feedback seem to be ones having some sort of major technical issues. Interesting to see if your email logging will prevent people from playtesting it.

While playtest period basically starts on April, at least last time lots of games got playtests already before, which is fine, since point with this is just to get feedback for your games, whether it is during the official period or before. As long as its feedback, its good. I will try to keep your game in mind and try it out in one of these days and give it a proper test.

I liked this game. It was basically like Defender of the Crown, but only with the strategy part, and with more depth to it, yet still keeping the same simplicity that was essential to Defender of the Crown (I assume this was inspired by it, right?)

I beat the AIs on the Demo map, and unsatisfactory got no "You won!" displayed, but it just continued. But that is understandable, being early version.

I can see myself buying the full version of this game. If you would have a steam page, I would already wishlist it.

Basically only two things come to my mind to point you out, since rest of the stuff you are probably anyway going to be fixing without me saying them even.

First, when enemy attacks me, I had quite often confusion on which side was me. Couple of times it happened that I thought I was winning, was celebrating my win already, and then it says I lost... Not so bad when they were attacking defences, but bad when they attacked armies, as I could have used withdraw and save some of those men.

Another thing was about attacking those defensive buildings. It wasnt quite clear how Trebuchet worked and what the damage it did really meant. Like I saw there were 6 something, was it walls? and then it might have said it destroeyd 4 of them, or damaged some of them. I can understand that is a good thing, but how does it affect the battle, that I didnt quite get. Like did it make Ramming easier, or fighting more effective, and how much difference did it do?

Also, one thing that escaped me was if there was any point in having any of your units engaging when attacking, or if I should simply use all the points to x amount of Rams, and rest to Trebuchets? As seemed to me that engagement anyway happens when the Ram succeeds, and much more effectively than by using points to it.

Anyway, nice game, and almost ready to sell already, just little things like display when player won, and it can already be ready to sell.

Decided not to fill the feedback form, since there werent right answer options to give, since there is something badly wrong in this game which makes the rest irrelevant.

First. Looks great, plays great, All those Chest openings, stuff unlocking etc. they are all just simply great.

I have played countless Tower Defence games, and I enjoy every time I see something new put to them. When I saw this had the Merge and Tower movement possibility, I was first very much excited, and when I did first merges in the first level, that was very satisfying and fun.

Movement however was disappointing, since idea was that you could move the tower, but there was HP cost, you practically lost, was it one third or fourth of your towers HP by moving them, making the moving of towers unsatisfying, especially since I saw no reason to move those towers either.

Notice at this point, that I only completed 3 levels (which is since there is a big problem in this game).

I also like the tower defence option where placing towers makes enemies figure out new paths to the goal.

However, I am suspecting having both Repath and Merge, might not be compatible option to have together.

For this game has a very big problem.

Reason why I didnt even play level 4, was because I didnt think I could pass it anymore, for I barely got past the level 3. What? Was it so difficult? No. I actually had 4500 of money left when the level ended.

Then how come? Because that merging is so painful I didnt want to do it. I knew that to get past level 4, I would need to do much more merging, but that is just too annoying to do.

So yes, I love the idea of merging towers, and it felt real fun in level 1, I could also see a possibility of getting completely new towers, by merging two different towers together.

But right now, the problem is that you are supposed to stuff the level full of towers (due to repathing purposes) and at that point merging those towers becomes really, really painful. For first of all, to effectively use up that 4500 I had left after level 3, I would have had to do whole lots of merging, making the game become a tedious job of making merges, instead of being a tower defence game.

Second, You merge a tower, and the path is open again, then you tediously have to build a new tower, at that precise same location, meaning that I once again dont get to have the fun of building another tower, but instead, I have to concentrate on getting the mouse to exact right location. So instead of concentrating on Tower Defence game, I am in need to concentrate on small tedious tasks, and this is the problem.

You need to solve this problem some way, since right now you have a great game that is completely unplayable due to becoming annoying micro-management game of the worst kind.

Similarly, while I really liked all those Items you get and can put them to towers, once again, having million towers there, and then trying to find the one tower that had the previous item, to put the next item, is very tedious task again. Instead of being a game of "Hey, another power up, what fun, im going to put it to that tower" it can become "Another item, which one should I put it to" (after million unnoying clicks) "hey, thats the one, got the upgrade in place! Wha? Enemy wave already gone".


Im not sure how to correct this properly. One unfortunate possibility would be to simply remove the merging part. You would have completely good and sellable tower defence then, in which you could simply clicking a button upgrade your towers. It would be a good game, but, that Merging is something I havent seen in any other Tower Defence, and would be the selling point to me.

Then you could remove the idea of concentrating on using towers to make paths. That could work, but it would need quite big overhaul in all your levels, by other words, lots of work. Not to mention, making those paths is basically fun too.

Or, you could keep the path idea, but make the path decisions smaller. Like having only few tower spots, which would however affect enemys pathways.

Basically that Tower Merging idea is fun, but it becomes unfun when there are too many towers to merge.

Some way the options to merge need to be reduced for it to stay fun.

For example, maybe there could be a rule that you can merge only to towers right beside you, and then make it in such way that player needs to make decision of does he put similar tower right beside to have a possibility to merge them later, or if he puts another kind of tower, since he really needs that other kind of tower.

Maybe one possibility could be that you can put a tower to a square only once per level, therefore if merging with another tower, that spot stays clean for the rest of the game? This way it wouldnt come too tediouc merging those towers, as there is limited amount of towers you can/want to merge. Right now it was very annoying in that if I really wanted to merge every tower to max level, I practically had three spaces I used to put those towers I was going to merge with the one that was already in location, by other words, instead of focusin on tower defence, I was focusing on repeating same mouse movement/click combination endlessly, and had to also focus on having moved the mouse to a right spot. That completely killed the fun.

Or maybe just new User Interface could even fix this. For problem wasnt so much that I had to merge million times, but that it was tedious to do so.

Currently building a tower works in such way that you have to click on empty spot first, then you double click the tower image to build the tower. Then you click that tower, and click on move, after which you can finally merge it.

Maybe solution would be to click on that tower image, and then when ever you click on an empty spot, it already builts it, and then you could simply go on top the existing tower, press mouse button down, and drag it on top of another tower, release mouse, and merge is happened.

This way you could quickly move several towers to merge them, and then by one click of a button always buils a new tower in place of the one you just move away, and again simply drag the new build one to merge with another. This might make it easy enough to make the game enjoyable again, but not sure it would fix the problem. But might be worth a try as the least work requiring option, since then you dont need to rework on your levels, just change the interface a bit.


I was planning to and wanting to play this game further, since I was very much wanting to see what kind of towers and levels would have came later, since that merging seemed such a fun concept and I was wondering if you had some more new fun ideas there further ahead too, but I just couldnt get past that tediousness of how I had to keep merging towers countlessny annoying way to get further, so I just stopped after level 3.

But really, this is extremely well done game and practically ready to sell, just with that one big flaw. I could easily see myself even buying this, as long as that problem is fixed.

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.

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.