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Hoogsie

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A member registered Jun 07, 2020 · View creator page →

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LOOL Thank you for playing! Our first idea with the clock was to have it tick down only during the games, but with how little time you actually spend in each microgame, it didn't really feel urgent/impactful enough. It felt a little evil to have it always ticking at first but I think we ended up liking it that way 😊

I came expecting a more traditional dungeon-crawling experience with turn-based combat but stayed for the number-go-up gameplay and item management. I held my gear because I thought the game would end once you were able to pay off the debt, but I was happy to see that you could go even further afterwards 😁

Love to see what other rpg-like games you'll make next!

Thank you for playing our game fellow microgame enthusiast! We were struggling a lot on the transitions too haha. Since your game was also in Godot, I can share some insider secrets. Without getting tooo deep into it, the transition scene is housed within a subviewport with its own camera that focuses and zooms into the position of cells in a gridcontainer using tweens, which is layered over the actual microgame screen. The camera needed to be in a viewport since I wasn't sure if my team members would use a camera in the microgames and didn't want my camera to interfere/conflict with theirs. From there its just a LOT of meticulous tinkering to get the speed/length just right for the pacing. Camera movement and zoom, the fading of the transition scene, even the audio tracks, all tweened. We had to account for a lot of scenarios like when the timer ran out of time mid-tween or just as you transitioned out of a microgame. It became a bit of a nightmare to debug later on since fixing one thing often revealed another problem, but the extra effort was definitely worth it in the end.

Great, compact experience. Loved the way you incorporated the VTuber schedule layout to present the next incoming game. The music and execution of the jokes were the highs of the game as well (the obituary in the driving game caught me off-guard)!  Also the concept of dedicating a portion of a graduation stream to eating a really long sub is very funny to me.

It's not a super big deal but I think a skip button would be nice to have for the intro for those that do an extra playthrough or two. The intro isn't long by any means, but I guess that just means I really want to get to the fun microgames 😆

Very fun concept with a neat little story to set it up! The references to the team's past projects were a bit of a curveball, but I like how personal it makes the game feel. It feels like an homage to the community in addition to the talents.  There isn't much else I can say that hasn't already been said by others, except that I'm not sure how to feel that my most recent memories of Fauna have now been replaced with the 6-7 meme. Very epic!

Thank you for the feedback! I'll be frank, even if it may not be the most satisfying answer: Our microgames are very easy. In lieu of speed-up mechanics (couldn't implement it in time) or lives (wanted to make the timer the main lose-condition) like in the Warioware games, we decided to make 1-2 of the games easier to mess up in order to "cheese" some time away from the player. This is so that, around Day 20, the timer is low enough to start having that "down-to-the-wire" feeling you get while working as a deadline looms. Obviously it doesn't really feel great to be cheesed like that, which is why we tried to make failing a little fun (CC ranting in the tea game or Nerissa breaking the glass in the recording room in the audio game for instance). 

To address your other point, Overtime Overdrive's theme is a bit more general (not specifically tied to a single talent/generation), so it's only natural that some players may not understand the context or reference in every game. After all, not everyone has the time or willingness to keep up with every talent right? Here are the things you missed:

  • The obstacle in the Deliver Drinks! game is a giant pon-de-ring donut, FuwaMoco's favorite snack. It's slightly embedded into the ground, otherwise it would be too tall to jump over.
  • In Calli's dressup game, the 'trilby' is actually a cowboy hat, referring to her Sheriff/Western outfit. It's slightly angled so perhaps that made it not immediately apparent. I matched it with a cactus since I thought it was the next best thing to get the western theme across that isn't a pistol (didn't want to draw a weapon), a sheriff star (sometimes associated with law enforcement and not cowboys), or anything related to horses (would be the best option but for reasons I won't go into, chose not to use).

Thank you for the feedback! I was also worried about the small pool of games not being enough, which is why we put things like the talents popping up every now and then after clearing a microgame to (hopefully) break up some of the monotony. We also had more variations of existing microgames planned (like Gigi in the Adjust Audio! game) but couldn't get those out in time.

A speed-up mechanic could be fun to lean more into in the future. Similar to the game variations, we also had plans for this, but with all the work in the background we did to ensure everything happened with the right timing and order, we were worried that accelerating the game speed could reveal some jank/break things! It's not impossible though. I'm sure we can get a system like that set up after the jam period if we decide to work on it more 😉

With this jam's theme I was wondering how anyone would fare making a game with Pizza Tower/Warioland-like gameplay (it was one of our ideas too). But perhaps creating fluid platformer mechanics and maze-like level design from the ground up like those games is a tall order for a solo dev in a two-week jam. It was a nice try though! I'd be happy to seeing a more flesh-out version of a game like this in the future 😊

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Very good application of the Jam theme in this game. The combination of the block cooldowns, encroaching waters, and music in particular created a sense of urgency that made the simple mechanic of stacking blocks surprisingly fun. The long cooldowns meant you had to decide quickly and carefully how you use them, especially during the boss stages. Should you build vertically to avoid the rising sea level, or build horizontally to give yourself move room to avoid an incoming attack? Those moment-to-moment decisions sold the gameplay for me. 

My only nitpick is that a lava bucket poured onto water actually makes stone, not obsidian 🤓

Thank you so much! You must send compliments to our Chef, Luca Chuba. They cooked with the transition soundtracks. We were able to get by with license/royalty-free music for the microgames, but I honestly can't imagine what the game would be like if it weren't for those transitions 😁

Thank you for taking the time to play our game!! We've had talks about doing additional games in the future when we've built up our godot skills a bit more. I can't promise anything but I don't see why we wouldn't as long as time is permitting :D

And yeah, we found that Endless bug in our testing too, but we were running out of time and just decided to let it be for now since getting the normal mode working was our priority!

It indeed only took a minute, but it was a pretty good minute for sure. This game is very Gigi-coded! You even captured her essence so well in the UI/Graphic design I would have mistaken it as authentic assets from her streams. You would absolutely kill it if you ever found yourself working in a team for any future projects.

I had lots of fun with this one. The controls felt responsive and generally good, especially on controller, which was a pleasant surprise. The game reminds me a bit of Crazy Taxi and the absurdity and humor from that game definitely carries over here as well. Would love for some additional mayhem and chaotic effects because frankly speaking, I don't think my violent urges are completely satisfied. Maybe I'll do a few more runs just ramming into vehicles and committing property damage >:]

Overall, a short, fun experience revolving around a pretty iconic arc!

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Cute art and presentation! It felt awesome getting rewarded for going off the beaten path to get the additional gear for the boss, and even better after seeing how quickly it made work of it too. I think it would be pretty cool if there was a timer to defeat the boss as well, so going after the extra gear would be riskier but more exciting (maybe that was the original intent but it was too hard?). My experience was pleasant overall up until the point where I got Biboo Taxed, but that's the life of a pebble I suppose. Excellent work!

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Surprisingly fun game! Every time I progressed to the next stage I was left in mouth-gaping awe at how much larger the card layout was than the previous. I did like how there was an element of strategy in observing which members you had cards of so you can think about whether to take additional group cards or not. If there were more benefits or choices like that, that would be pretty awesome, since at a certain point there's just so many cards I end up mindlessly clicking everywhere, even with reveals. There wasn't much in terms of direct references or humor but I think it's okay. It's a chill little game, and it does make me a little happy that it includes the boys as well :)

Nice work. It's a little bit difficult when rng is being cruel (I got two live-concerts in one task), but I think it neatly expresses the amount of work/time that goes into making these projects happen in reality.  When the task did seem possible however, there was a lot of frantic fun building up tasks while watching the timer go down. This game really makes you feel like Mori Calliope being a workaholic.

The only bug I was encountering was that icons would be completely detached from the grid when  clicking on tasks while they were in the middle of swapping places with other tasks. The icon was detached, but the task 'data' was still occupying a slot and could be dragged and matched, which wasn't an apparent problem at first until I cleaned up my grid and forgot what cell they were in xD. Given that others would likely also be mashing click and moving tasks around quickly, I can see this bug occurring pretty often. I hope you enjoyed making the game as much as I did playing it :D

Very relaxing incremental game. As someone who has not played the games this was inspired by, it was a little hard to understand what was happening at first, but eventually I got around to having fun with the different combos and synergies of the talents. I thought it was cute how the relationships of the talents were reflected in their synergistic abilities like Gura and Ame / Bae and IRyS. It would be cool to have some more feedback like sounds and effects to keep track of everything but all in all it was an engaging and bug-free experience!

Yep, it was indeed the Calli game. Thanks a bunch 👍

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Thank you for checking out our game!! 😊 I think that's actually relatively simple for us to fix, but just in case: Do you remember what was the last game you completed before the bug?