It's worth every penny and you can always wait for a Steam sale.
GreedyRadish
Recent community posts
I've tried upgrading every monkey I could think of and none of them can deal with the Camo Leads. Not sure how the player is meant to deal with those.
Also, the current implementation of the "SMUT" tower makes it a waste of money. It costs a huge amount of money to invest in buying/upgrading it while never paying itself off. It either needs to generate more money per tick, or do something else like increase end-of-round profits or per-balloon money earned.
Edit: I have since played Red Pearls of Borneo and it is spectacular. It has every right to stand alongside Obra Dinn, Roottrees, and other greats of this genre. I do not believe that the same person who created that incredible game would have made this game out of anything other than a love for the genre and a desire to tell great stories.To the game's author: I'd like to apologize for jumping to conclusions. I am deeply wary of the usage of AI in artistic and creative endeavours and I allowed my wariness to bias me against what I'm sure is a delightful project. Please continue to share your art with the world.
I've left my original comment below intact to preserve the context of the comment section, but please know that I no longer agree with what I wrote.
Anyone enjoying this should just play Type Help instead
To say that this is "inspired" is laughable. You've fully stolen the primary gimmick of that game down to the naming convention of the files.
How shameless do you have to be to fully steal someone's game, sloppily rework it with AI, and then release it as if it's a new product?
If this is the future of indie gaming, the future is looking bleak.
Seems pretty clear to me that this game was inspired by Terraformental, but fails to grasp what makes that game interesting.
Terraformental starts out pretty linear, but it quickly opens up and allows the player to explore and experiment on their own, deciding which routes they'd like to take and how they'd like to manage their resources.
The other thing that Terraformental has going for it is the writing; the mystery of the alien artifacts and the time loop is genuinely compelling, and trying to determine why there are no other survivors while finding a way to keep yourself alive for more than a few minutes is a perfect alignment of player interests and character interests.
It's not an easy style of game to copy. Getting the balance just right is going to be difficult, and creating a compelling story to go alongside the gameplay may be even more challenging than that.
I wish you luck in your endeavor.
Excellent proof of concept. I love the art style, I love the "relics" being pieces taken from other board games.
The hard part is going to be getting the balance right. Balatro works because you get a huge hand of cards and choose which ones to play. This game uses the regular rules of Yacht Dice as the core mechanics, without any adjustments to assist the player.
A good example of this problem in action: I've played 5 full games of this and never once managed to hit a "Pentacle" even with a reroll build. So why is Pentacle included in the very limited scoring options that the player starts with? It's just going to be a 0 for the first few rounds unless you get insanely lucky.
This could be mitigated somewhat by having different starting loadouts of scoring combinations (similar to Balatro's different decks). For instance, you could have a loadout that starts with 5 "Full House" as the scoring options, but the dice only contain 1s, 2s, and 3s.
I'll definitely be keeping an eye on this project. The potential is there, you just gotta land the plane. 👍
This is a really fun idea and excellent proof of concept. I was skeptical of the idea and within the first 2 puzzles I was instantly sold.
Unfortunately halfway through the second stage I entered a puzzle and the game stopped accepting any inputs from me. This happened right after acquiring the "Golden Key" item, so possibly has something to do with that?
It's so exhausting knowing that AI vibe-coded projects like this are going to flood storefronts now.
This "game" is a UX nightmare. Within the first 5 minutes of playing, I had 5 different windows or popups break in ways that made no sense.
It is clear that you have not played your own game to any degree, or you'd immediately recognize how tedious it is to navigate the various menus, or how unintuitive it is to place something like the "start" button in the top right corner rather than near the CENTER OF THE SCREEN.
I understand that AI tools are going to be used from now on to assist with coding projects, but you can't seriously expect to have the AI do the entire game for you and then expect it to be good.
0/5
Even this response wasn't written by a human. Are you using an app to translate your text into English? Because if so, that app is displaying all the hallmarks of an LLM: overuse of emdashes, overly positive messaging, etc.
Of course, you could just prove you're a real person and post a seahorse emoji.
Up until now I've played the updates as you release them, but I'm curious to know: do you intend to make any significant changes to the earlier sections of the game as you expand the story and content further outward?
I ask because I want to know whether I should be playing this update right this minute or if I should just be patient and wait for a full release. 😅
Playing the browser version and there seems to be an issue with the Maid quest line. I've reset multiple times, but no matter what I do I always get to the point where I find out where her apartment is, and then I cannot trigger any new events. If I try to "push" her, I get the dialogue "I don't even know where she lives" even though I just learned that information.
On top of that, Senna implies that she's going to come up with a solution to the Maid problem, but then she doesn't do anything.
Finally, the quest triggers for obtaining certain photos seem to be tied to the gallery, which means that starting a new game after you've progressed in the story will cause many events to trigger in the wrong order (for instance, I accused Tisna of being a pervert the first time that I met her). I'd definitely suggest finding a different way to set those flags, or making the main menu gallery track progress independently from the active save file.
Just adding more data for the crash report:
I am playing on Chrome. The game crashed the first time I ended a day at the second fishing location and when I reloaded the game there was no save data. I played until I reached the second fishing location again and it crashed in the exact same spot.
The screen that calculates earnings pops up and then the game crashes.
Neither was too loud per se, but I was trying to listen to a podcast at the same time and I had to mute the game in order to hear the podcast.
Obviously this is a game jam project so you have to prioritize the gameplay over any kind of options menu, but if you plan to update this at all after the jam, accessibility features are always a plus.
Suggestion: ditch the timer. It sucks.
This could be a great game if you just get to be a big monster eating tons of stuff. You are shooting yourself in the foot by continuously interrupting the fun part of the game and forcing the player into the skill tree.
It does not fundamentally add anything to the game, all it does is remove any chance of me becoming invested in the gameplay.
Collecting the Green Square currently breaks the game. I know it has a message saying there's no content after that point anyway, but I wanted to make my number get bigger.
Fun ideas so far. I think a concept like this will live or die based on what other side-games/additional tabs you add. Filling up a square and rolling some dice can only stay interesting for so long.
Maybe find a way to work a fishing minigame into a layer? 😄