Thank you for the suggestions! I've definitely thought of (1) myself and that you should be asked to swap and be given some space to test out your new ability. It really was a last minute addition, hence why only a few of the pearls were implemented. As for (2) it's caused by the fact that Snail and Noctua have a "null" pearl because I didn't have time to add two more pearls, thus failing the completion check. I hope to patch these things as soon as the voting period is over! Let me know if you have any suggestions for pearl abilities you think could work.
Golen
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Sorry to hear that! The loop mechanic in this version is a bit strict so you have to draw a tight circle around the enemy and collide with a previous part of your own line. If you experience low framerate you might need to draw slower to avoid clipping into the enemy. I hope to improve the loop system and make it feel more lenient in the future!
Very cute! I like the monster designs a lot and their varied attacks that linger for a while. Enemy 2's tail attack reminds me of "pokemon slaps", haha.
After a while I found it fun to try to figure out how you detect loops and break the system a bit. I found that the line persists indefinitely and you can take damage even long after the white part of the rope has disappeared. I assume that you check when the angle to the monster has reached nearly 180°, at which point the 90° cone opposite of the monster becomes the damage zone. This means that you can draw a big L shape, go back and spin in the first corner to deal infinite damage from afar. I ended up playing the game a lot!
Sorry about that! I fully agree about the lack of feedback and that the rope is just a tad too short to feel comfortable. I got really stuck on the linear algebra behind line segment proximity with line thickness, but hopefully I'll be able to patch it up and make the looping feel more forgiving! Thanks for the great feedback.
Thank you for playing, and thanks for your ideas! We've had some ideas about Mario Party-like dice, enemies with more complex movement or protecting each other, and such. The abilities would be a great addition and could help you in a pinch, especially since you can easily die from bad luck.
We discovered that the right-click actually affects all of our games where context menu is enabled so that's a really nice catch! Hopefully we'll be able to update most games with this in mind. Thanks!
This was made using Phaser, a web based game framework. They got plenty of examples that you could check out and play around with.
If you want to try it out locally, you could give our template a try: https://github.com/Chocobois/choco-jam-template
Thanks for the feedback, and sorry about the ending. I'll try to give it some thought this weekend. The ability to clear the board would probably satisfy for now.
My main artist block is figuring out how to integrate pokemon into the current design. My original concept (in the screenshots) had random chains of pokemon of the same type, but it felt messy. Pokemon evo-lines are short so you'd only ever need like 4 of each base pokemon, yet it'd be fun to complete a pokedex while avoiding clutter. Maybe they could be rewards for quests or be kept in separate boards for specific regions. So goes my thoughts.
Thanks for playing!
During daytime, you can open the item menu and drag items you've purchased onto the customers to give it to them. Some items only work on customers of a certain color, such as hot dogs for red and broccoli for green. Other items boost their patience, speed or tip in a positive way. Some items can only be applied to stations..
Unfortunately, we didn't have time to properly explain the system in-game so it's a bit of a guessing game. Only Lumie, who designed it, understands the mad depths of the system. It is possible to chain items such that a customer stays in the shop for ages, exponentially increasing their tip. With that it's possible to 100% the game in 5 days.
Thanks for the feedback. It seems the drag distance threshold was a bit too small, causing clicks and dragging to get mixed up. I've updated the game with that distance tripled, so hopefully clicks should register a bit better now!
I'm working on making customers walk to the cash register on their own. If an employee is present at the register, it should process the customers in line automatically. Most likely you'd have someone standing there at all times. I'll experiment with how that automation feels with employees being stationed at other spots as well!













