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IgnCloudi

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A member registered Jul 17, 2023 · View creator page →

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I also forgot to mention, but i love the music and sfx aswell!
They fit in very well and i never really got bored of them at all 

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I was skeptical after looking at some of the art thinking it was ai and was glad that you actualyl mentioned that in the game page instead of hiding it

But ya, that does make the artstyle feel inconsistent here and there..
The 2D art feels VERY different in places.. For Eg the style of the main menu bg and the tomato in front
The Character art for the tutorial egg character.. Or the whole starting newspaper bit compared to everything else

But i pretty much love the aesthetics of each individual level, how unique they mostly feel and the environments
Thats the best part.

- (Visuals Nitpick)
But then, im not so sure about the level select screen.. I get the idea and it works quite well imo but its visuals do fall a bit flat compared to the rest of the game

Also even smaller nitpick, i see you have camera occlusion or smthing but when u are moving around the centre of the map and the camera zooms out, you can clearly see some of the trees oon the top disappearing and re-appearing

- Getting to the actual gameplay, i actually found this very fun!!
The mechanics are quite polished and it is definitely fun to fidget around with the pan or whatever the platform is 
The movement is definetly unique and a lil bit hard to get into but the tutorial does more than a good job to explain everything you need to know!

The levels themselves feel unique and i love how most of the levels have a completely different aesthetic and challenges built around that aesthetic..
But there IS one problem imo.. As the goal is to survive for long, its quite fun to get through the starting bits at first.. But as u start to get stuck in the later parts of a level.. It starts to feel like a chore to get through the starting bits..

So it starts with the time going by without you realising at the start to u feeling every second when you are waiting for the same obstacle to come (but this time u know its coming and how you will deal with it) so it just becomes a waiting game till u get back to the part where u get new stuff to deal with..

Tho I live that there is optional and cool side stuff like "jump in the wine glass" to get more rewards!
I love those..
But once i realised i need to collect all 5 stars when i barely managed to get through 55 secs and no stars? :sob:

That felt like an impossible task to get through
Like yee imo the game is definitely difficult and i kinda like  difficulty in games.. But here the difficulty is more related to the punishment punished of having to wait like 30 secs to get back where you were..
(Like in elden ring, if i lose to a boss.. I respawn really close to a boss so i can quickly go back and restart the fight.. But here if i lose the level, im instantly back at the start going through the same and completely predictable level layout.. Which feels like those boss run backs in older dark souls games haha)

Im not sure how you would go on to fix this issue

But maybe after you once get to the take out time.. if you win and actually land inside the box, then next start u can just expect random ordering of the obstacles So its more unpredictable and doesnt feel like a chore?
Just throwing out an idea :P

Also, just curious, are the different characters just skins? or do they have any gameplay variety?
I dont think i noticed anything different while playing with them

For the questions u asked :-
- How is the onboarding and the difficulty curve?
-> Both are quite good imo, the game never throws 100 mechanics at once and its quite simple to get into.. As i said tho, the difficulty curve isnt the real problem.. Its that im punished very harshly for failing..

- Were you ever frustrated enough to quit?
-> Again, i only felt like i wanted to leave when i realised how long id have to keep going through the same predictable level layout (by level layout i mean the order of the obstacles that they appear in) 

I feel if you somehow deal with the problem of that predictability.. The game will automatically be more fun!
Tho i wouldnt say all leveles should just be completely random haha but i

If you do end up adding a new testing level with no predictable order of those obstacles, Id love to try that out and provide any feedback!

Finally, as u are making this for a commercial release..
some SUUPERR small nitpicks but the spelling for "Desertion" and "appeal" are wrong :P
Also in the same img, u can see that the placement of the coninue popup is placed weridly, so maybe u can fix that aswell

Also i realised sometimg else aswell.. 
On the level finish win screen with the leaderboard, i was randomly pressing Q and e to change the filter (whatever that meant :P) and i could still control the plate in the background to rotate haha

Anyways, i too have grape expectations from you!
Good luck fro your full release!  (and sorry for the late feedback xD)

ooh im surprised that pushing is the primary method lol

i thought that pushing was some sort of later addition maybe to fix something.. but imo dragging felt way better as i didnt need to worry about which direction i push from and can just pick and move where i need to be. this is especially useful due to the countdown.

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Dammmn, This IS cool!!

The puzzles are super cool, I love how you never really explain anything but everything is easy enough to understand how itll work

The only place i was TOO confused was when we got the powerup, i dont remmeber the room level but when u can start to stack the teleports.. 

I was confused to see a new green circle and all but i realized what the upgrade was pretty soon haha

The only real issue i faced was that the teleport stacking mechanic was easy enough to grasp, but as the no. of items increase and you also gotta keep in mind how you aswell move along to make sure the item is teleported in the right spot, especially in room 19.. It got wayyy too confusing for me where i kinda knew what i was doing, but Id just try and hope it worked :P

Like i got the emchanic but dry running its process in my mind was too much for me so i kept changing the process everytime trying to get through xD
I dont know if other people got this same issue but i feel like this was just a problem cuz of how i am lol

The funny thing is i did maange to beat the game even with this lool

But i genuinely feel the levels are paced quite well!
Like the mechanics start simple, you grasp as to what is  going on and then they start to actually get tricky!

And i absolutely LOVE how you managed to do this without any text walls and just let the player explore and learn how th emechanics work themseleves

Like at the start i was pretty confused as to what was going on but  the first few levels kept it simple and when they started to actually put in puzzles, i too started to get a grasp of how everything worked and how im supposed to play

The only things i kinda hated (mostly at the start - mid) was the way dragging was implemented
- Im not a fan of needing to look at the item to even start dragging it..
Id prefer if I could just pick it if i was close to it instead of also needing to look at it and also a small sound cue to communicate when i DO pick/drop it would also be good imo
- Also, do we really NEED the pushing ability? like if i need to move smthing I think just being able to drag it around is enough, right?
Most of the time i just ended up pushing the stuff while trying to walk around it
- Also a small nitpick, there were several instances where my camera would get stuck in a long vertical hallway and the player chaaracter would be offscreen
It was easy enough to fix just by moving around a bit but still it oculd be improved

Overall i feel the game is really polished and the level desgin and pacing is pretty close to perfection!

Nahh, none of it was your fault haha

I gotta communicate the stuff better and playtest a bit before exporting with new changes 
Ye i have the elimination at the top cuz i think that should be the first mode a player tries but there is NO real order to it and I just forgot to fix the race before another export

And yes, I absolutely cant thank you enough for that video! It really helped point out problems in the game!

Ahh yes, i left SEVERAL bugs due to a last minute addition in the build, im very sorry for those :P

I do agree with the problem.. Really i just kept the river in that price range so u can buy it at the start so as to make it feel like the player has a choice xD (also cuz it isnt that valuable) 

it is definitely a bad design to not inform the player that they also use the bet money to buy their obstacles in the race xD.. Worse, if you spend all your money, you will have to restart.. 
So yee it does need some guardrails for that :P

But i kinda wanna leave it in so when and if someone does that at the start (where they most likely will) they learn early how it works and learn tthat they need to manage their money.. But it also pushes players to play more passively which is DEFINITELY not what i want so it still will need SOME guard rails at minimum 

I kinda wanna start the game passively so the player can learn, then shift to get the player to be aggressive as they grow!

I nkow it can be frustrating to be needing to pay for each use, but it is VERY easy to earn and multiply that investment, after that if the obstacles are free, the player can just spam stuff and end everything too quickly.. which is somthing i was trying to avoid

Tho after getting feedback in this jam i feel i also need to thoroughly re-think the pricing system AND communicate the progression and gameplay better..

I was thinking of maybe adding a mechanic where u can leverage some of your multiplier u get to get some money while being in the race
or something like that where you can do stuff in the race to get more money maybe?
Tbh i dont really have any ideas for that as of now haha

Anyways, i do appreciate the insights :D

DAMM this helped me ALOT!!
First of all thanks alot for playing this for 30 mins lmaooo

Also, im SOO sorry, cuz only after i submitted i updated the build to show a warning when u try to play with an empty deck and left a few bugs in there xD
Also, you had even worse luck cuz u started with the point to point race.. It seems i reduced the random obstacle timer for testing there and forgot to reset it back to normal.. Basically making it unplayable.. :sob:

And yes, this video helped me learn ALOT about  how a new player will look at the game..
I knew there would be alot of mis-interpretations, and a lack of knowledge as to how the game works for the player cuz i knew that i had communicated the gamepllay VERY badly and i really wanted to see how players would react to this

I already fixed most of the bugs u faced which i truly apologize for :sob:

For starters.. 
- The race description when u select your cookie were bugged which already confuses the player..
- I realised how hard it is for a new player to find that shop xD I already got a small fix for that so itll be more obvious

Ok so ill try to timestamp and reply to stuff :P
- 3:31 - Yes indeed, I tried to tell all the different interactions through these small hints in the desc.. Tho i need to improve the communication on that fs
- 5:31 - Ok so i 100% botched communicating this to the player..
Ok, for the jam, I was scared that players would play too safely.. So i added that random spawner, so the player would have an incentive to place obstacles on their own.. and the timer RESETS if you place an obstacle
This essentially kinda forces them to take control of the race..  The price to place ofc helps to not overdo this aagressiveness
So its main aim is to tell the player that THEY can control the race and you are NOT meant to save money
(Tho this is also used so the player at the start can use the random obstacles to their advantage with their deck, more on that a bit later)

-11:11 - I missed that idea, I like the auto zoom idea!

- 14:55 - yaaa dumb bug :P fixed now 
- 16:23 - Ok so you thought you died cuz of that obstacle.. NO xD, that target thing is a part of the canon to show where the cookie will land, you lost cuz all cookies crossed the lap finish line and you were the last.. Thus ur cookie died

- 17:50 - Yes, that IS intentional :P So like I wanted the player to start simple and the conveyor is very simplle to use + cheap + VERY useful! So my thought process wass that the player will start with that (or the river if u want tbh lol) use the random obstacles to not just save your cookie.. but you are supposed to PUSH OTHER COOKIES in the OBSTACLES, that is why elimination race is at the top :P
I WANT the player to be more aggressive towards the other cookies! Like yes u use it correctly to save yours, but u can ALSO use it to push other cookie in a canon launching out of bounds or a broken bridge plank or smthing..

- 19:47 - Again, YES xD.. ok i KNOW ppl dont like having to spend more money for every place.. BUT, look at the first win in the point-point race, u didnt even finish the race (which gets u more moeny) and u STILL got 2x your investment.. So yes i add restrictions but it is VERY easy to earn lots of money 
I.E. Im lenient with reward cuz im harsh with prices so that i can reduce that obstacle spam :D

- 21:25 - wellll yee, but the lucky lane and the river plank are specifically there to avoid other obstacles :P but  much more situational so i completely get the point 

- 22:21 - cuz the oven launched it :P

- 22:49 - I do show the meaning of those icons in the controls section, the small x Means "RMB" to cancel this obstacle purchase :P. The obstacle will go red and a bigger x appears when u are NOT allowed to place an obstacle.. Also i kinda agree bout the placement being restrictive.. i think i can try to slightly decrease that restriction so u can place them closer

- 23:48 -  Yee exactly! This is basically the risk/reward idea I was going for- obstacles can help you, but they can also come back to hurt you, so you have to balance attacking other cookies with saving your own (like i said for 17:50 at the end)

- 24:08 - Ok so this is SOOO un-intuitive xD, and i need to communucate it better.. 
BUTTT for the oven, u see when YOUR Cookie enters it, a clickable popup appears which is used to make it launch/cook the cookie.. If you ignore it, it randomly chooses how far to launch the cookie and can also cook it, thats where the "dissolving in the river part comes into play")

- 25:23 - Yee, something is DEF wrong if it takes more than 20 mins for a player to get into a flow in a game like this :P
I mostly agree that its in a weird midpoint of ebing random while promoting player agency.. But i genuinely think what makes it worse is how BADLY i communicated or just FAILED to communicate certain mechanics and how in order to reduce aggresiveness, i made it so seemingly ALL players play TOO passively
I feel like the player right now CAN get control.. But cuz of the way how the game is structured, playing passively takes alot of that agency away from them..
I DO wanna keep that passive gameplay for a new player so they dont have to decide between 7 VERY different obstacles and learn slowly, but i also want the player to grow out of it as they go along which has proven to be quite difficult for me haha

- 26:44 - Hmm yes, that IS a problem ive been trying to think off, tbh ive been kinda working on this for wayy too long at the point its kinda getting a bit too boring for me xD. But i have tried to give each obstacle SOME use to be able to change the course of the race.. Like they are in basically 2 categories where they either kill cookies, or help avoid a certain obstacle

- 27:26 As i said like, i want them to be balancing between being aggresive and defensive, if u are aggresive, it CAN come back to bite u in the next lap.. So like either u finish the race befire it bites or  be prepared to avoid them when they do..
And looking at this video.. your playstyle screams passive/defensive xD 
which isnt bad but in this game, being solely on one side makes it completely unplayable which is 100% a me problem and not your fault ofcourse

Also Im VERY sorry for this giant wall of text, no pressue for reading it all xD
But if you have any thing to add to this, Id also appreciate it!
But uve already done MORE than enough, so Thanks again soo much for playing for that duration and the feedback
I tried to avoid alot of text walls in the game ( as u can see here i have a bad habit of writing a thesis :sob:), but i think i need atleast some more of it and better use of my words 

My feedback -

I genuinely LOVE the idea and the setting! The only actual problem imo is the amount of text you have to go through for each section.. I and many others hate that haha, and i too wanted to quit cuz i had to read all that.

Tho the text walls being divided and only appearing when that part of the game is interacted with is better than nothing but i still think you can atleast optimize that text to be more small pointers of 1 line each to get the point across.

Other than that
For the feedback you wanted..

I love the music and the backgrounds! Ig you could work a bit more on the backgrounds and the ui to make them look better but i think the music is really cool and fits in perfectly for me. The only nitpick for the music was the transition between days.. I could always notice the music whenever a day changed.. 

Tho that was kinda useful ig to keep track of when  i crossed a day.. Maybe you could fix the transitions and add a feature where you get a notification or maybe the transition itself sticks out less but is noticible enough to tell the player that a day has passed..

I do agree from another commenter that the game could use some more SFX here and there, but it  wasnt that big a problem imo

some more smaller nitpiicks were - 
- The endings could be more expressive, like they get the message across but maybe some text there aswell? I mean that is the one place i would not mind reading some text haha
- When the rats die in testing, their sprite change is not very noticible.. Maybe there was more of a change like a smell coming off of their bodies or like just small "x" on their eyes to communicate that they have died
- This one is even smaller but for the intro text revealing, the revealed text moves to adjust for the text that is being revealed, imo its better if the text that has been revealed does not move after the matter...
(you can change the "Visible Characters behaviour" property of the text node in the editor for this)

Overall I loved the game! Iirc i was around day 4 hour 5 when i finished which was my first attempt so its pretty lenient and not really hard to beat..
Its not exactly hard i mean but still quite fun to go around and play with the researching and crafting system

Tho i do need to mention that it CAN get a bit monotonous researching and sleeping constantly to get new stuff (as i kept sleeping for an hr or 2 and researching instead of taking long breaks)..
(tbh the crafting and recepie unlocks arent that infrequent but i did notice this problem once or twice)
For the researching, maybe you could have an alternate via a computer so you also gotta research on the internet maybe and have some new mini games there aswell

But.. 
It feels good to save an entire town :)

Heyyy thanks SO much for this feedback :D

By "starting the player with this much money just doesnt feel right" u mean its too less, right?
Cuz that is kinda intended :P tho i do think i need to increase it a bit more probly.

I also agree the progress at the start is relly slow.. cuz ya u mostly gotta wait mostly for the random spawner to do its work and use those + your starter obstacle to win.. so i def wanna think more about that..

I was conflicted between making this like a "perma death" kinda where your run ends if you get to 0 coins (just like rn u have to delete ur save if you lose all ur money) or just add a way to earn some money other than gambling..
For the passive earning i had an idea where you could cheer for your cookie when it passes by some audience (which isnt in the game yet ofc) and that would maybe get u some coins lol
OR sm like you'd need to sell your obstacle passes to get back some money if u get to 0 OR the easiest and worst idea is what i had before lol, i.e. if u run ouut of money, u just get a small amount like 2k again so u can continue to play.

So yaa im still very confused as to what to do for this part.. But if i do end up adding a way to get money other than gambling i def wanna keep it to a level where it only acts to make it so you dont get bankrupt.

I also saw the duck life games as u mentioned and i can see why u remembered that from this haha

I did think about you owning one cookie at the start of a run where you have to use that cookie for all the races and can only choose a new cookie by resetting your progress like deleting ur progress.. But that doesnt sound very fun :P
Either way, im not really sure if i could add this specific element of the ducklife games of owning a duck here.. I mean this game lives on the idea of horse race betting xD
So i really wanna keep the ability that the player can bet on anyone for any race

Also, i wanted to ask if you managed to win a race or two :P
Cuz i got a few frnds to try it aswell and they were having quite a hard time haha

Anyways, i really do appreciate the feedback and would love if u have anything else to add to this after my reply :D
Thanks alot!

eyy thanks for trying the game :D

The phasing through the floor was my fault for not using animatable bodies correctly iirc xD

I hope to fix that with a patch but havent gotten to that yet :P

Eyyy, thanks for trying it out!
Im glad you found it fun :D

I do agree that a little more chaos would def add more player interaction in the game which its def missing for now

Ill have to think more about it and maybe will end up working on this later :P

Anyways, sryy i couldnt rate your game aswell, but when i can ill try it and leave feedback anyways!
Thnanks for trying it out!

uhh actually no :P
If you keep curing patients, for now the game just keeps on going xD

There IS stake if you engage with the story by waiting till the last second, but i didnt really wanna punish the player for just being moral lmao
even tho that made it a whole lot more confusing lmaoo

I will need to fix that so maybe you just grow old as a moral person and get a good ending or something if you treat patients just on time (or iif you got any other ideas :P would love to hear em!) 

Smh I wish i started and used the whole time now, this really came out unpolished XD
Anyways, i did enjoy making the game anyways :D
And glad u found some of it interesting aswell :P

Thanks for trying it out!

Oh Sheesh this is a really good one!!
also goes to show how hard it is to be a mom lol, its hard to be perfect :(

I really ahve no complaints or even any real nitpicks for this one

I just really like ALL of it!
The gameplay loop is great, needing to go farther and farther for resources as time goes on.
I love how every mechanic is intercoonncted SOO much and it all affects each other
U need to choose between the food and the firewood, both are important, but you gotta do either, WHILE keeping away from hunters!

Hunting yourself isnt THAT hard but you gotta aim nicely

Oh that IS 1 thing i have a nitpick about.. for keyboard we only have 8 directions to move in, so it can be sometimes a bit annoying to aim correctly as u cannot even adjust the trajectory after u start to hunt.

But other than that, the gameplay is really fun! Its appropriately difficult but never feels unfair

Other than that, the atmosphere is SOOO WELL MADE aswell!!
The visuals, the music, sfx and the ambience is SOOO cool!

Agreeing with another commenter on how much untapped potential this game has, you can have some other campfires or maybe cubs of differnt age, maybe u could send or like take an older cub with you to hunt
or maybe like with time, humans increase at the starting location so you gotta scout out another fire source quickly and take your cubs there or just mybe that after a while you are just out of resources so you gotta find other sites of maybe other failed mothers and take refuge where they used to..

I too hope you guys continue with this with a post jam update or even a full release :P
Great work, All of you!

cant believe i was struggling with 7th grade maths :sob:
Tho i did mention maths was never my strong suit xD

Tho it def achieved its task of prolonging the gameplay time lmaoo
Tbh it was kinda fun aswell, I like it!

Oh also i thought th ewhole time it was the bomb that was ticking.. :sob:

Oh i feel so dumb now :sob:
I thought i tried that already.. Its not even that it requires 100% precision or smthing, my bad haha
I remember i kept trying to use the mouse to open the container or pull ot somehow xD

So i knew where the pills were aswell and it was pretty easy to get to all of them in time, so after geting this context, i feel the walk speed is fine as it is tbh.

Anyways, i beat the game for now and rated aswell :)

I like the idea! Maybe for the update, u guys could have a mechanic where there is a sanity bar or smthing which u need to keep in check by finding and taking the pills, but also need to be careful not to be too quick and overdose on them.

Well, still, great work :)
Hope to see more of your works!

MAN, Im SOO glad you not only liekd the idea but also found it fun!!

Tbh Im not the most proud of how i handled the gameplay loop, couldve made it much more tolerable but im still glad someone managed to find it fun :D

Thnaks alot for this comment and trying the game out!

Eyyy, Im glad u liked the idea :D

and yee i agree, i def shouldve taken some time out to explain the controls better haha

Hehe, long time indeed :P
Happy to see you too still doing so good with game dev!

Ahh yee, you already got ALOT in for 4 days lmaoo, so dont beat yourself over for the last part :)
This in and of itself is already very fun tho id love to try it again if u do end up doing a post jam update

Anyways, see ya later in 2 yrs for another jam xD

Oh man im glad you moved away from the old idea :P
Cuz i feel what u guys have currently is such a good idea!

For the puzzle mode u mentioned, i feel if u DO end up working on it, it could be its own game lmao
I mean other than the visuals and bomb mechanic, EVERYTHING is different! The whole gameplay loop and hte goal changes, so it COULD just be a separate thing :P

Ahh if u feel the players should be able to FIND the use of that, thats fine, but if it becomes a crucial mechanic in any level, that COULD get annoying for a player if they never pause.. Tho its not like its a hidden button so its bound to be found sooner or later xD
But that will most likely resutl in atleast 1 guy spending 30 mins trying to get to the perfect position only to realise later that he can just slow down time :P

Yaa i read the part about time restriction and that makes it more respectable how much u got done :)

You did great anyways!

Ok first of all, i genuinely HATE you for making me do math :sob:
I suck at it, you have no idea how long it took me to solve this xD.. I probly sound dumb lmao but maths was NEVER my strong suit and i havent done any in a while so this def woke me up 

Ok jokes aside, I ALSO hate you for making THAT the answer to the math puzzle!!
I wish id just guessed it instead.. Curse youuuu :sob:

Alr Alr, but srsly, I do hate you for that, but the game was fun :)
I actually got a pen and paper to do the solving lmaoo, dont ask for the solution process tho it has alot of dumb stuff :sob:

But otehr than that, the other puzzles were quite simple. Nothing was too hard to find other than the math problem solution

I like the art alot, tho i wish there was more in the audio department other than the ticking sound, it turned into white noise in the time it took me to solve the maths problem xD

But i really had no other problem than that to pointout in this game! Everything you set out to do was pretty perfect!
oh but 1 thing, this COULD be spoiler for others so you have been warned....

But ya, the place you put the battery in wasnt THAT obvious that i missed it the first time haha. tho it wasnt too difficult to find but in case someone forgets that they picked another item and dont look around, it might be a bit easy to just miss that one completely

Thats all from me ig
Also, why does it keep ticking after its been difused :P

Alr Alr, this was pretty fun overall!

Just like the others, my biggest problem was the sensitivity haha, but thats acceptable for a jam game tbh
I was lucky enough to not get that issue even tho i didnt really test it alot xD

I also like the idea another commenter gave about being able to end the timer early incase u felt u already got the correct amount, I like that aswell! (i too was thinking like damn i wish i could skip the wait, but t wasnt that long for level 2 and 3 atleast :P)

Overall the game idea is pretty solid! It wouldve been pretty boring if you just had oto reach a goal, but setting a ceiling on that goal? and letting the player do the counting? Thats such a game changer lmaoo, I love that idea!

Other than that, i dont really got much to say, but i wish there was more music and or sfx but thats not a big issue 
The game itself was simple but that small twist made it much better!

Hehe tbh for me, it wasnt really a problem for me to find the start button as there was really nothing else on the main menu screen..

But after that.. I could not seem to do anything with the pill bottle going back and forth on the screen 
For now Im not rating negatively.. But Id appreciate if you could explain if there is a way to progress or not 

If not, well, for what ive seen so far.. I DO like the idea! The visuals and the audio are really great! Tho i do wish the walk speed was jsut a lil bit faster :P
Im not sure as i dont have the full context but 30 secs for the whole thing COULD feel a bit too short, but letss see about that later 

Anyways, if this was  smthing you ouldnt really finish, thats fine :)
You still managed to get something out with a cool idea and visuals!

Will wait for your response before rating!

Ohh I likea that ALOT

i agree that alot of different directions can def make it confusing and tbh harder to design levels arounnd aswell
So i like the idea of limiting the directions, tho imo u COULD go further limiting to 8 directions hehe

But from that video, I already love how much youve improved it!
I like where this is going

Als, another small sugggestion.. maybe u could rename the pause button to smthin like "slow mode" or smthing like that
Cuz if its actively being used as a mechanic in the game to position yourself better, naming it "pause" may confuse people who dont use it as a mechanic, or if they do, they might think they are exploiting it and think it was an unintentional problem 

Ohhh okok, Ill keep an eye out and test a bit anyways :P

Thanks Alot for informing me about it :D

really appreciate that!

Hehehe Long time no see :)
Gotta hand it to you, this was VERY FUN and very well made!

The levels are fun, the progression is great!

Ngl after getting the count north, I was expecting a few more screens before the end where i finally am able to shoot in ANY direction (like a level that combines stuff from previous levels or adds new challenges aswel), but it seems even when u get it, you cant do that? (i mean the game ends at that point so it doesnt really matter, but i still cant seem to shoot up :P)

Anyways, I was very confused at the start as to how the launching mechanic worked, it was still a bit confusing for me after a bit i got the south count.. But continuing or the left and right is where it clicked completely, it was genuinely fun!

I loved how you could get the left and right count in either order and whichever u got first would affect how you approach the obstacles in the next one. It was really cool!

Also, for the price of the launch, it exactly took 1 level of your stamina.. Like if u have 7.6 remaining and launch, it gets to 6.6.. I kinda wish it was a bit different that it just exhausted the current level, like instread of 7.6 -> 6.6 it goes 7.6 -> 7
So like u have to be more careful WHEN u launch in order to get to your goal more efficiently

Tho ig the levels would need to be updated as that WOULD make the current stuff easier in some areas hehe
Its just that I thought thats how it was gonna work at first lol, so just throwing an idea :P

nyways, I Loved the game overall!
The game idea and implementation were great! I had quite alot of fun figuring out where i could save my stamina and reach my goals.. The visuals are also pretty great

Tho for the music, it IS good, but it got kinda annoying after looping for so long xD

Great work all over! :D

This is really polished!
I like the intro tutorial style alot haha

The mini games DO feel a bit generic imo, but theyy ARE still fun
like for the typing game, it doesnt feel very unique.. tho the text is funny
Tho the bigger problem for me was it being case-sensetive :sob: i was confused for a sec as to what i did wrong lmao.. I mean it makes sense.. but id rather like if it wasnt case sensitive

Im not really against the idea of minigames games, but here, the loop of constantly going in and rushing through different games gets broken VERY EASILY by the energy system, which, to fill we need to go to the fridge..

I DO like the idea of cleaning on the way there alot! I wish there was more stuff like that we needed to take care of aside from the game progress. Tbf i do also wish there was a bit more variety in the minigames themselves :P

Tho you already got alot of stuff done, not to mention in even less time than 4 days.. So i cant ask for a whole lot more anyways :P

Other than that.. I do have some more nitpicks >:)
The walk dist btween the fridge and the computer can also get a bit annoying after a while :P
Oh also.. is there no way to restart after you lose? I couldnt retry if there is

Overall, the game do be feeling quite polished, i like the current lot of minigames but i wish there were more, the constant breaking of the loop of playing the minigames and the runback to the fridge CAN get a bit annoying
The visuals were honestly great and also, I like the little interactions you put in for the different stuff around the house. Tho i only got to see that cuz i was wondering if there was a sleep mechanic :P

You could have added that aswell, as u already touched on the idea that yes we need to work hard but that ALSO means take small breaks and take care of your body, i just expected there was some sort of sleep mechanic 

Anyways, you still did great! Keep it up :D

Man, for the life of god.. with the bomb there.. I just couldnt figure out my granny's number :sob:
Why'd they need my granny's nummber anyways smh

Smh heheh, jokes aside, where is the dream sequence u promised :(

The tasks are silly, the game is short and the experience is fun 
lmmao i cant believe i got stuck on the docs on my first attempt :sob:

But anyways, the visuals are also good!
Also, you def upped your music game! I love that main menu theme lol, its kinda stuck in my head :var:

Well, overall pretty cool and polished game, tho i wish more of your ideas made it to the final game, but u already  had alot on ur plate so thats no biggie

Overall, great work rabit

i think i have pllayed 2048 before but not much at all, so my experience here was mostly new :P

So.. as expected, the game (for me) was confusing xD 
Im not good with soo many moving parts and keeping track of soo much stuff, but genuinely even then, i felt like i was getting better at it each run.

It took me a couple of tries to actually beat level 1 and never ended up beating level 2 :sob:

But still, it was quite fun to see where do i need to move quickly in order to survive
The different sprites for the different numbers, especially the one for 8 (which was what we needed) being so different instantly came to my attention even if i made it by mistake lmaoo

I also like how as you go on with elvels, that theres some new gimmick (atleast for level 2 :P, i cannot talk about later levels)

I said how im usually not good with keeping up with so much going on with each move, as that leads me to keep overthinking of the different possibilities and what the best move should be, but here there being an 8 second limit just removes that problem for me xD

i CANNOT wait to think if what im about to do is the best or even a good move, i just have to make it quickly 
some move is better than no move

Overall, I really liked the game, the visuals REALLLY help out with the timer pressure, the music and sfx are also really cool!
I like. u guys did good :)

ooooo I like the ideaa, i feel the only problem is literally balancing

At level 1 i was skeptical, but as soon as level 2 rolled around i started to get what i was getting into lmaoo

The physics is hard to control tho.. Like just for regular bombs, from my experience, u cna only either throw stuff like very close or just VERY far and i couldnt get it to fire the garlic anywhere in between.. Unless im wrong and just ended up playing wrong haha (feel free to correct me in that case)

Also, other than the part of how far the garlic will fire, it CAN get stuck in a corner which can get annoying to get it out from 

1 more thing was the movement, id often get stuck in around some corners here and there but more importantly the bomb spawn platforms.. That definitely makes it all the more harder to play

But genuinely, I like the idea and hope u guys work on this after the jam aswell :)
Id love to try this again with more polished visuals and a more balanced gameplay

Eyyy the minigames were fun lool
But just like some of the other commenters said, lvl 2 had a bit of a problem :P

- Not much to say for the car level , it was simple n cool (keeping it simple made it easy for ppl like me who didnt read the desc or what the game is about :))

- I get the problem in level 2 just like the other commenters but that isnt our fault, and other than that, its all good aswell

But nl.. for me, level 5 was more of an issue than lvl 2
Ig u didnt normalize the vector when u get the direction to move in, but imo that makes it feel weird to control

But i gotta give it to you, i LOVE how you used that music in the game
Full points for that! Just goes to show how simply syncing msuic to stuff in game helps alot :)

My only real complaint is i wish there were a few more mini games lol..

Oh also, i found it funny that the game's name is "STOP" the count but when you DO finish a mini game before the count down ends, youd xpect u were successful in "stopping" the count :P
But it goes down to anyways even after you press the send/download button or just complete the minigame xD

Overall, i liked what i got and had a fun time playing it :D

Ohh lool, I havent encountered that bug yet xD
If there was anything else u remember or if you could tell me the steps to reproduce the bugs, Ill be glad to have a look at that

Anyways, Il glad you found the idea interesting :)
Thanks for trying it out!

Haha real, I really shouldve focused more on a simple tutorial to atleast tell the controls to the player instead of relying on using the desc for that.

Also true, making the timer 25 secs long in some cases was DEF a mistake xD
Especially with nothing else to do lol

I had some other ideas aswell but really couldnt work on them due to starting so late

But anyways,  Im glad you managed to get around the flaws and experience the game :)
Thanks for trying it ou!

I very much agree with you on the part that waiting CAN get a bit too long haha
I changed it down so the max time would be 15, but reverted it last minute for some reason :sob:

I had some more ideas which i couldnt impllement as i started on the 3rd day lmaoo
So there wasnt much i could add and also polish :P

But im glad you were able to enjoy the short experience anyways!
Thanks for trying it out!

ohh i just got that bug myself right after i saw u mention it :sob:

but i think it only happens sometimes cuz it went back to working right after a reload :P

so thanks for trying it out and reporting that bug, ill look into it for later :D

i also added some context and a guide + controls of sorts for starters if you end up trying it again :P (no pressure ofc)


oh also.. i cant take credit for the models.. as i got most(like 90%) of them and ALL the music and sfx from asset packs..

i havent updated the desc to have the credits yet, will do that in the morning as its quite late now haha and i have the list of stuf on my laptop

thanks again for trying out the game :D

So im a bit late  to review this:P
But dw I rated the game on the last day of the rating period (just kept procrastinating writing a review)
So ya, i WILL be going off my memory and the images i took while playing :D

So for starters, it took a bit of time to get used to the movement system (with it feeling a bit floaty jumo and the slow acceleration and deceleration when rolling.. Like it felt a bit TOO slippery)
Tbh both those movement "problems" kinda became or to be more accurate started to feel like an intended part of the game.. I mean they made sense (especially the slow acceleration and deceleration due to you just rolling)

But there WAS this part where that was just plain annoying

Honestly.. This was the only part where i wanted to quit :sob:
The small edges of the pillars with the rolling? OMFG xD
Im not sure if its doable completely while walking but iirc i couldnt get enough height and speed to cross the big gap with the wall blocking your path without rolling

Other than the movement, there were also some places where camera clipping became a problem

I think it was this part? when you are climbing inside a tower iirc
and finally you had to jump from this platform to the door on the opposite side, but if you just tried to look at that doorway the camera would clip and youd just be seeing the wall  from the outside :sob: 
Here, i just had to line up correctly, look at the doorway while the camera clips out the wall and jump blindly 

(really both these are just nitpicks cuz you already polished this SOO much in a SINGLE week i cannot expect anymore from anyone lol)

But other than these?? this was SOOO MUCH FUN! 
The amount of visual variety with different zones and stuff? The music and sfx? The amazing level design for each zone (for the most part :P as yk, i did struggle here and there.. referring mainly to that 1st point with img1 above)? 
and ofc.. not to mention the FUKING SCALE.. the world is SOOO BIG

Also, the circular design of the map where you end up at the start and only then can continue to the next area was peak level designing xD

In the end i think i missed  just 1 last collectable trophy 

oh btw, only AFTER i finished the game did i realise that there was a pause menu XD

Anyways..
Ive seen you already have a couple of updates released that I havent tried, hopefully Ill try them out soon aswell haha

Overall, the game was genuinely VERY FUN and i stll cannot believe how you managed to get SOOO much done in SUCH little time..
This is truly one of those times that i have concrete suggestion or a core thing that id like if it was better
I mostly had problems with the slipperiness.. and the floaty jump but those have probly already been looked at in the post jam updates so far..
Im not sure if the camera clippng is still a thing, but that might definitely be a thing to look at

Anyaways, congrats on doing soo well and getting in the video aswell!!
You guys really deserved it!
Keep the good stuff rolling 😭

Ohhhh, i missed that haha.

well anyways, im glad you dont let this drag you down :)
Will def try it out after the update!

i see how the rotation was meant to be xD
I think i forgot to mention it before but i WAS confused as to why the rotation was inverted :sob:.. Gues i just missed that lol

Anyways, wish you all the best for this or the other game that you'll be working on!
Glad my feedback was of use to you :D

Eyyy, thanks alot for trying it out and such a that!

Im glad you enjoyed it this much :D (and the problems didnt bug you as much :P)

Eyy this is REALLY cool! I mostly really liked this other than 1 thing..

Once you start, there is nothing to do.. I know that IS intentional and part of the game, but i wish there was still some agency to control your turtle.. There is another game which is kind of similar to yours in this very jam if you wanna check it out -> Spin2Win

I dont wanna compare these 2 but i do wish there was some sort of agency once you start, cuz even for the agency you DO get (to select the start direction) you do not know the direction in hwich the enemy will move, so even choosing that direction doesnt seem to matter most of the time.

Anyways, other than that, I LVOE this game! I mean even without that agency, we can atleast choose the weapons which is a fun part! (but again, i feel like if you could also somehow control the movements, you COULD make the fight more fun by going with the style more suitable for your weapon choices i.e. more dodges from  attacks when a melee fighter, more aggressive with the shield and etc.)

ok, but actually other than that xD
The art is GORGEOUS, I love that style for the turtles and the  maps and OHH dont get me started on that slowmo, it does its job perfectly! (Tho maybe the ui buttons could use some slight touch up :P)

Also the music is also amazing!, you guys smashed on the visuals and the whole atmosphere part!

(Back to the slowmo) -> Itd be a pain to see when they even attacked or their health without it, imo its a really good and necessary addition, it not only adds to the cinematic quality lol but also acts to convey info to the player, all you need now is a bbit of camera shake and this will be peak hahha

Oh also, i would suggest to make it so the health of the turtles is shown above them instead of right on them cuz on some colors (like green) its really hard to read with the turtle spinning (or maybe you can just have a small bar around the turtle instead of it just being a number)

Also, I was just writing out a dumb question cuz i was confused about the mine ability xD
I was also confused about how the mines spawning worked :sob: Glad i put 2 and 2 together before embarrasing myself. But that is also a thing imo, as you dont really control anything, its hard to see/know when certain things will trigger and might affect the fight..

I get this is suppsoed to be an auto simulator kinda thing, but if i have no control over a game im playing and i keep losing cuz of RNG, its bound to make me frustrated, am i right?

Well, dont take the criticisms to heart :P
The game is still genuinely good in most ways, but i feel there is more to be improved in the gameplay part for now, but i still had quite some fun here, keep up guys :D