I'm very happy you enjoyed! Thanks for playing and making a video on the game!
GooseStranger
Creator of
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I got absolutely addicted to this! It was a lot of fun.
Like commenter TripleRainbowBaka suggested, I think it would be super cool to have different worlds to go to.
Following up commenter spiritbx, it would help a lot if the rocks had numbered health bars. When I first started playing, I thought the +10s popping up were how much resources I was getting. A health bar and changing the + to a - in the popup would help clear up any of that confusion. I agree with what they said about the space bar too. My hand started to hurt from pressing so much. It would be nice if I could hold down the space bar to mine. Maybe you could add a mining speed upgrade that determines how fast the rock is mined while holding space bar.
I never found myself upgrading the shift length. I never saw the point considering I stayed in my previous position and kept all the resources. Maybe you could require the player to sell their resources before the shift ends to make their money? I feel like that would be a bit tedious though. Another reason I never upgraded the shift length was because it would mean I upgraded less frequently. You could add a bed so the player can end their shift early if they have the shift upgraded a ton.
I also never upgraded the speed stat. There was never a time crunch to get between the rocks and the sell stand. This could possibly be resolved by adding my suggestion in my shift length paragraph about losing the resources if you don't sell them. I think it would also be cool if the rocks despawned after being mined and they would randomly spawn in an area, incentivizing movement around the map. Out of all 3 rocks, I think I only ever mined the top one lol.
This game is super cool and incredible for your first game release. I am excited to see where this project goes!
I have no idea what happened but I loved it. The writing, sound effects, art style, all of it. Wonderful little experience.
Is there anything after following the mysterious figure in the locked room back to the abstraction? It seems the game loops here but I want to make sure I'm not missing anything from this magical game.
I never got into Balatro but I am straight up addicted to this game. My only feedback at the moment is that I wish I could see how many chips I will earn before ending my turn. I realize how lazy I sound as I type this because I can literally count the pips. Still, great game and I am about to lose hours of my life to this.
EDIT: OH MY GOODNESS I just now saw that it tells you how many chips you're getting on the left. My b.
This was a ton of fun for a while! The art style and sound design reminds me of old flash games by Nitrome. I'm really curious what your process for getting/making these sound effects were, they were so juicy!
After a while, the receptiveness of the gameplay got to me and I ended up calling it quits. Great, simple roguelike shooter. Thanks for sharing!
I really loved this game! The mechanic for getting different abilities was very cool to see. I got every star/crystal thing besides the last one. I could not for the life of me find where the last one was. I'm sure I just missed it but I walked in circles forever trying to find it. From what I was able to see, this game was awesome!
Sometimes you stumble upon a game that makes you realize not every game idea has been made before. That there's an infinite number of ways a game idea can be turned into a game because of how unique the developer's thought process, decisions, and inspirations are. That gives me hope and motivation to saddle up and make a game again, just for the fun of it. This is one of those games.
From the very start, the objective was clear without much tutorialization: eat food, sell food at the surface, buy stuff to eat better, do it all again. That loop in itself was a ton of fun. The game only gets better from there as it expands on what foods you should eat to make the most money, what food you should avoid to not LOSE money, and in what order you should eat them.
The gameplay never felt boring or repetitive. There was always something to spice up each dip into the ground for food. I loved finding each of the unique animals. It was honestly sweet to read "because they are one of a kind" in the bestiary after collecting them.
My only gripe with the game was that I couldn't see which foods were in what segment so I could properly dispose of the throw-up food, but there was an upgrade to fix this later in the game. Incredible game design and knowing what the player would be wanting next, Joex3.
The ending was both funny and bittersweet. I genuinely teared up when the shopkeeper's note appeared.
What an amazing experience you have gifted us Joex3. Great job on making a great game and thank you for sharing it with us all. This makes me want to go create something.





















































