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greenturtle537

31
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A member registered Feb 12, 2022

Recent community posts

Honestly, bad update, now we need to get party members to move ahead, LOL!!!

Not a problem if you beat the whole game without saving/healing

Honestly, you should just stop saving

(3 edits)

PRO STRATS:

NO TOUCHING THE RED ORBS(NO HEAL AND NO SAVE)

NO FRIENDS

NO ITEMS IN BATTLE

NO EASY MODE

(1 edit)

Holding space simulator fr fr

Honestly, Q game

My play through was 6-8 hours, ending 11-1. I played on normal difficulty and did a complete pacifist run. The story is so good that if it had instead been a Sci-Fi novel, I would have been willing to pay maybe $20 to add it to my collection for re-reading rather than just going through it once. The combat and leveling mechanics made for some fascinating game play, but the scaling and difficulty felt a bit off, and made the early game tricky, the mid-game way to hard and overly luck dependent, and the late game ridiculously easy. The pacing of the game was really good although some of the layout was formulaic(Explore the area, find the town, speak to the townspeople, be to poor for the shop, accept the citizen's quest, forced combat sections, personal story, quartz crystal, repeat). I had some trouble with the save states, but I'm very glad they were included. The visuals are stunning and the art clicks together. The hint to the final twist is placed really ingeniously into the story, that I actively dwelled on it for a minute or two, but didn't get the ramifications until the very end. The ending was a really nice way to take the stress off of the final decisions for the player. Overall, 9.8/10, would play again, made for some good food for thought and would recommend to friends, only a few elements that I would have tweaked to my personal preference, which in no way hindered the game's appeal or play-ability. I very much look forward to your future projects Adam. Why does the game's more information list the session to be half an hour I was up until 3 AM finishing this thing.

Very fun gameplay twist on the original breakout style.

Bugs:

- Blocks take significant time to despawn after being struck, contrary to the original breakout style

- After hitting Mr. Chase, the game doesn't reach any ending condition

- After hitting Mr. Chase but potentially elsewhere, my ball entered a perfect horizontal arc, which struck no blocks, was unalterable and eventually ended the game early

Bugs: 

- Your character and enemies clip through a portion of the lower screen(Needs pixel offset)

- An entity cap is applied to the projectiles, which cuts your shot output by a factor of 5 if you spam early on

- Using the touchscreen results in an insane quantity of stacking projectiles due to no implemented shot cooldown

- Enemies persist on the screen after you die, meaning that if a few make it through in a group, you will need to die multiple times  before you can truly restart

Bugs: 

- You win screen is only exits to main menu, not sure if intended or to have replay functionality

- Attempting to relaunch or modify a game after winning will not work, still displays the you win screen until you restart the game forcefully

- If the answer text is larger than the assigned box, it overflows onto the page, but underneath the other boxes, and will even persist to the win screen

Please do not mark your game as play in the browser when you don't have a build for it yet. You've tagged your game as a unity project, and if it is, I expect/encourage you to release a unity powered web version so us Chromebook users who don't have the system storage for Wine can enjoy it too.

(3 edits)

Short, simple, easy, and most importantly a really important life message for all people. The game has some minor collision bugs in which the player gets stuck in a barrier and needs to jump repeatedly to get out. Annoying, but not game-breaking. Not sure if intended, but if the player gets stuck the wall partially bordering the end of the level so that part of their character is not drawn, they will not advance and must be in total free movement to do so. The game is not restartable from the web, but I'd give it a 4/5 as 30 minute scratch projects go and a 0.3/5 as full-fledged indie games go. Nice Minecraft EDU reference!

The one you can redeem in in Retro MMO, duh

Music sounds great, and the artificial ESRB rating is funny, but the game feels unfinished with no clear objective to the player.

Bugs:

- The animation for pressing down to jump on the how to play screen doesn't loop like the others

- Quit button is non-recoverable on the web client

- I'm playing on the keyboard while the how to play screen would indicate that it is designed for a console-style controller. I was able to move left and right, but I could not jump or taunt. I was able to "attack" by pressing e to launch a projectile.

Annoying to figure out at first, but then I realized I could just let them kill each other off for me.

Something tells me you went without a few meals during development.

Nice hidden code, nice indigo dye.

Pretty sure my 300 beats that

Let me answer your questions:

1. Only for the first 23 seconds

2. The player is too fast, and the cooldown between shots is much harsher than the original. The movement actually feels choppy to me, because lining up shots is more difficult without the classic snap-movement.

3. The enemies are too small(As in too spread out), the buildings do not have clear indicators of health.

As a whole, it fails to capture the excitement of Atari's old Space Invaders that you are clearly making a clone of, I'll give you that it is a game, but it's not a particularly fun one at the moment. I don't think the score should drop as the enemies shoot the "city", as their health depleting is penalizing enough and the endgame will always contain a very low final score. Also, I'm not sure I get the Ukraine part

Bug List:

- The player can leave the screen(has no collision)

- The score can contain negative values

This is indeed a game, and I have no complaints with the performance, so good work. While there is no clear objective yet and the movement feels sluggish, at least you didn't build it on Scratch.

- Bug Note: The first ball that strikes your player will stick to them, and later ones will disappear, unless they strike the stuck one in which case they will inherit its properties, and the intended behavior is not clear.

CannedbiWorld community · Created a new topic An Overview

This is a game, contrary to the title, thumbnail and everything else. Assuming your browser supports WebGL Unity, it will even run.
In terms of performance, it takes a few seconds to load up the main game from the title, and my system really struggles to run it, but an actual PC probably wouldn't have any issues. The game itself actually has a clear objective, movement systems and layout. It struggles with map refinement and the rng segment. Your objective as the player is to collect 5 bottle caps, which presumably are designed to spawn randomly around the map. On my first playthrough, I found 3, then fell into the void and softlocked myself. On my second playthrough I found one, then realized that they randomly generate. I spotted a segment of another but it was trapped behind a "building" and I could not get it. For the average user(myself included) the game is unwinnable, which significantly tanks my motivation to play it, but it was a fun hidden gem in the itch.io mess regardless.

Objectives unclear? You can manipulate the orange ball sprite but nothing else, and the game feels unfinished. Movement is choppy, and bug note, setting movement value to minimum locks the player. Rotation of the player sprite around the mouse is clever, but it leads to imprecision. 

Surprisingly well thought out and bugless for having the graphical strength of a 3 year old in ms paint.

As promised, setting popularity to a perfect 1000 creates a scenario in which there is no delay in customer spawns. The result is a human serpent that brings my poor chromebook down to <20 fps with some external browser lag as well. Personally, I'm impressed it runs so well with that many entities and unoptimized javascript behind it. Their pathfinding becomes somewhat more clear as you watch the chaos unfold, but all the chairs on the map aren't enough to satisfy them. 

- There are some interesting caps with how the people wait in line. As many as the can will occupy a chair at a time, and the remainder should line up behind them. However, at very high populations, there is a cap on how many will attempt to share a seat, and the line has breaks in it. The people are all still in a line, but they have some preset idea about how many may occupy each segment and generate splits with empty space accordingly.

- By overloading the entities, I was also able to get them to enter the 4th dimension and walk through my tables with no respect for the laws of physics. Here is a screenshot of the mess I made https://imgpile.com/i/d1uvG2.

Did you write this entire thing in plain javascript?

Bug Report #4: 

Say goodbye to save file security... I have too much free time on my hands so I thought I would hunt for some edge cases, and a quick trip to cyberchef ensured I never needed to actually play this game again, so here you are.

- Years are stored internally as integers, but are displayed as characters. A year value of 2 displays as 2022. A year value of 30 displays as 2030(which presumably redraws the second 2 in 2020. This is defeated by -30, which displays as 20-30. When the year count goes up, it simply receives the old ++, and may still display incorrectly.This is also true for days, day -2 displays as 0-2, but on the end day check, if the number is found to be negative, it is automatically reset to 0 and counts normally.

- Currency displays unhelpfully as forcefully rounded scientific notation at very high values(Which could happen in the normal game).

- On multiple occasions of stress testing values that you claimed affected # of customers per day to very high values(expecting high customer yields), the game just stopped trying and only spawned the starting customer for the entire day cycle.(Problematic for normal users if they spam start day and close early enough)

- You can artificially load corrupted registers where the customer can be served from a non-intended tile(Just calculate it ingame, that's two basic addition calls more)

Bug Report #3:

People wait politely to use chairs, then as soon as one person is done, if no other chairs are available they all converge like a group of middle schoolers playing a high-stakes game of musical chairs on the available seat, and are perfectly content sharing it, while a new line builds up. While this behaviour is weird, it isn't groundbreaking. In some edge cases, perhaps due to the approach angle, the people pay no heed to their fellows and sit on each other without a pretense of a line. I achieved this by placing the workstation in the top left and the chair in the bottom right, but I've gotten it to happen with some irregularity along the wall edges. It's a functionally graphical bug, but a bug nonetheless.

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New bug for you to handle today. When placing an object out of bounds, so that the grey preview becomes red, the game should prevent you from placing it. This is true enough for the table and chair, but not the register. Since you start with $1250 and the register costs $650, you can accidentally softlock by placing the only register you can buy out of bounds. The register will not place(It presumably disappears into the black lagoon), but you will be charged by the capitalistic furniture company for the delivery and non-return of the product regardless. You cannot purchase another and the customer and worker become stuck on the top left tile even if you push "start day". The worker will now lie back and calmly part you of your remaining funding as you pass out the days.


As a new question, exactly how are the tables and chairs meant to work? A customer will go sit in a chair for a time if available, and will stand around awkwardly if not. Does the chair need to be attached to a table? Do the customers even care internally if you make them all share a single chair in the middle of the room?


Edit: That worker slouch who I refuse to pay won't take your money without a workstation, oddly enough.

Hi, nice game you have here. It would be interesting to know exactly what influences the # of customers per day, as I failed to myself. Regardless, it was still a really fun waste of time. Please keep making these games, we need more developers like you in the world. Are there any drawbacks to maxing the coffee quality value?

Note: You can exploit workers for their labor by cranking their stats up before the day, but dropping them back down at the end of the day before they collect their paycheck, paying them only minimum wage for their doctorates degree in coffee making and customer service.

Unfortunately, there is no prevention within the game for donating negative sums. Therefore, to win, one must simply commit a felony under a burner name, then enter their own name after they max out their town and donate it right back(Which I definitely didn't do)(Could you have just stored the donate amount as an unsigned integer?). A fun little time sink for my afternoon otherwise, thanks.

Bad End woohoo! In my opinion, best played via touchscreen, you can really feel the pain of being employed.