Thanks for seeing beyond the flaws :) and thanks for your appreciation. Your game idea sounds wonderful to me, and also simple enough to grasp it intuitively. Seriously considering it for a possible post-jam update. We were planning some upgrades but they're based around the connectors. Now I'm unsure which is better. And of course, time ran out.
h00g3
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Pulling this off alone is no small feat. Incredible work on the 3D graphics - everything looks super professional. And to turn the fiddly mechanics of harbour hauler operation into a game, and pull it off in this level of detail and quality, simply astonishing and wild. People could get overwhelmed by the complexity of controls, but then again, show me a simulation game one can immediately master. This is a gamejam masterpiece.
To hear someone talking about our game and compare it to the looks and feels of monkey island was a true highlight. Thank you so much! We have provided an update where you shouldn't get stuck anymore, and a few other improvements. Respect that you've made it this far with all the bugs in the jam release.
It is detailled, honest, friendly feedback like yours that make participating in insane events like these worthwhile. Thanks so much for giving it a try, and pointing out all this stuff. I was amazed by the high level of accessibility you provide with your TD game, so that's inspiring, and it is certainly something I will be prioritizing higher in future projects. As to the bugs and flaws you've encountered, I apologize. Core features, like parts of the inventory system, the puzzle with the sausage, were not completed in time. We've decided it's better to deliver a bugged game that's playable than not to participate at all. We're glad that you can see the potential behind the wreck. Everything will be adressed in the next update. So many keyboard keys was a conscious decision because we thought it's funny. Maybe it would be with less bugs around.










