Right?!?
It was definitely the right call for the future! :)
But yeah, it’s amazing what some persistence can accomplish haha
Hey Kelvin! Thank you for playing the game. I’m glad that you had fun!
Great feedback, too! A lot of this has been echoed by others both here and on discord, so these are definitely areas that agree the game will benefit from some attention to. Thank you very much for taking the time to give such constructive criticism, and for your well-wishes with Steam.
What font are you suggesting change? The font on the order tickets, the in-game dialogue, or the text appearing above in-game objects?
PS. Yeah, I never updated the screenshots for the second build! Oops!
Thank you for the feedback! I’m really glad to hear how much you liked the game!
We did try to get a web build done after submitting the windows build, but the game wasn’t optimized for it off the bat, which led to the web build being unplayable.
Something I’ll definitely be looking to do in the future though!
I had such a blast playing this game. It’s right up my alley. The time is a little unforgiving at first, but I was able to sneak a win by placing markets and farms off to the side and using a few carefully placed forts to lure the vikings away. Once I locked a good strategy it ended up being a cake walk, which made me feel like a good gamer for once! xD
Loved it. Great job.
I have to be honest. I didn’t do very well with this. I tried two playthroughs but with a mouse and keyboard, I wasn’t able to get very far. I got to an area with a few pillars that required some angles to be navigated at specific angles for the wall jump mechanic to work, and I just struggled to line them up correctly with only 8 directions to work with.
Still though, I don’t have a controller at the moment, and the game specifically recommends one, and I can see why! If I had one, I can tell that I would have thoroughly enjoyed this. Art and music were great, the little cutscenes were great to see in a jam game, and even thought I failed and failed and failed and failed I still had a fun time doing it!
Fun little game. There were a few UX suggestions that I have. It seemed like keyboard input didn’t work on the text popups, so I found myself moving my hand to my mouse when it wanted to be on the arrows. Allowing space or enter to trigger the alerts would have been nice.
I found the time crunch very unforgiving, but that might just be a skill issue for me.
Overall a fun little guy. I enjoyed my time playing it.
I really enjoyed the look of this, even though techy psychedelics aren’t usually my thing. The sound design was pretty good, although I found the static in some of the sounds a bit aggressive.
Gameplay wise, I enjoyed it. The controls were easy to get the hang of, but the game had a decent enough challenge with each level.
I would love to see a bit more done with the concept. It reminded me of weird shareware games from the early 00’s.
I don’t think anyone can tell you whether or not to quit a job that isn’t working for you. That’s a decision that you have to make for your own reasons.
I can say, from experience and having tried it a few years ago: quitting your job to game dev full time is a big gamble, and you’re extremely likely to lose that bet.
These days, I have a full time job and work on my game every day. I made a commitment to do something on my game every day. Some days it’s a 5 minute bit of work and some days it’s a full 8 hours. This works for me, and I can only recommend that you find a sustainable balance for yourself.