This is sweet! Nice take on the theme, and I love how running up for boosts forces you to play risky. I got a final score of 112114 on my first play through.
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Thank you both for the feedback! Initially, the toppings were supposed to be important info, as later deliveries would get out of order, but with the way my difficulty turned out, you're almost always left with only one delivery that can't get mixed up. I'm glad you liked the sounds too; I literally made them all in the last 10 minutes of work haha.
This is super cool! I love this sort of artstyle, and flying around the galaxy is really fun. This would be pretty sweet in a post jam version with a more fleshed out world and fewer bugs (but don't do that just 'cause I told you to ;P )
Yeah, asteroid controls are often hard for people, and I never know how to do them just right. The pilot's head will face in the direction you're headed, but I usually just "feel" the direction.
Dang, this is awesome! Blows my PICO-8 game out of the water. ;P
Real nice arcadey feel, and those title flags are awesome! It would be nice if resetting the level would show the order again, since the game turns into more of trial and error than memory if you screw up. But it's still super fun!
Neat concept, though I feel that a bit more variety in cards would go a long way in adding to the experience. Right now there's always a very obvious optimal play, either to remove an illness or to raise low stats. Maybe some cards that give interesting trade offs could give more weight to player decisions.
Also, this is just one suggestion, but perhaps each turn you draw back to a full hand or at least have a way of drawing more cards? Right now you can easily get into a place where you only have one option. That's no good for player choice, which is what makes a card game interesting.
(I liked it though, these are just my criticisms.)
Nice! Really like the cardboard artstyle. My main complaint with this is that progression feels super slow. I know I could have gone faster if I knew what I was doing, but it still takes quite a while to be able to purchase anything. I'm pretty into it though, so I'm leaving it in the background as I do other things.
Oh my goodness, this is such a cool concept! And such a great aesthetic too with the console-shaped window and the adorable trash critter. I'm glad I finally have a use for my 200 desktop files!
I'm glad you liked it!
And yeah, I designed the game without any instructions in mind. I think it's a bit more fun if you play around and discover how to proceed yourself, but some people had trouble/were impatient. I added the instructions to make sure everyone could play the whole way through. (You're welcome, Mom! ;P )
Ooh, this is a really neat idea. It sounds a lot like a vivarium game, which is an interesting genre. Earthtongue is my favorite vivarium game so far, so maybe looking at the trailer could give you some ideas?
Here's a few ideas of my own:
- Slight procedural generation of the room layout
- There's a back-and-forth hero/monster relationship, if heroes are too strong, monsters will power up and vice versa
- Maybe sometimes a prompt will pop up and you can choose an option, like installing a trap or changing monster spawn rates or something
- You can drag around or guide the heroes or monsters to give one side an upper hand
- Maybe you have to choose whether to control heroes or monsters and have some incentive to make your side do better? Or maybe sandbox nature would be more fun.
- Heroes or monsters can rank up after doing well? Strong heroes may return to the dungeon after leaving.
But these are just spitball ideas. I like babyjeans's ideas a lot too.
Omg I really like this. Obviously has some strong influences but it's really able to create its own identity. I especially love all the creatures; they have so much charm in them. My main criticisms are that the camera seems a bit overly quick in movement and that the wand mechanic seems underutilized, but neither of those were gamebreaking by any means.
Are you still working on this project? I don't want to put any pressure on you though, it's still a really great standalone demo.
Similar to how endings work now, you would be able to add text to a room exit. (No text would just behave as it does now.)
This would have a ton of different uses, like:
- Noting a character's thoughts
- Giving hints or descriptions about an area
- Indicating a change in time or setting
- Sorting a game into different chapters
- Indicating consequences for a player's choice of path
- Creating pseudo-endings that bring the character to a different starting point
To be honest, exits like this would basically just replace endings in a more editable way.
Oh this is super cute! Here's a small recommendation: toy around with the display window settings on your project page so that the whole text box can fit on the page. I still really like it though!
I know you're working on new dialogue features, so I wanted to suggest this just in case you hadn't thought of it yet. Making the text end for the page and continue after you hit a button gives better control over pacing which I think is nice. I don't know how you set up the new dialogue so far, but maybe hitting enter will make text start on the next dialogue page, while no newlines will make dialogue behave how it already does.
Or DID he? My favorite thing about the censored characters is that you can never really know! (Some of my interpretations have him innocent.)
And yeah, the final line was pretty vague, but I just wanted to tie up the story somehow and thought that was the best way.