You didn’t upload the .pck file. Without it the game won’t run.
jlothamer
Creator of
Recent community posts
Thanks for the compliments! I’ll make sure the team knows about them and about your great feedback!
Do you know what level you were on when you were softlocked? We would like to eliminate these sorts of situations if we can.
We’re working on the AI placement, but I must say that if we did move the AI to the robot each time, then you could never park the AI at a door you want to close before it gets a robot. However, maybe something could be done where switching also makes the AI move. . . . We’ll work on it.
Sound was a bit of a last minute thing and I didn’t have time to go into detail. So, we’ll look into updating things on the front too.
Thanks for you feedback!
Yes, we tried to make the robots and the AI have very different roles and uses. Glad it sounds like the gameplay was satisfying!
We have an input for toggling back and forth from the AI view and most recent robot. By default this is mapped to the spacebar and the XBox Y button, but is remappable. We regret that we did not make this option clear.
Thanks for your feedback!
Sorry you had issues with the difficulty. We’re working on that in our post jam update.
Something we should have mentioned before is that you can get access to all levels right from the beginning so you can skip a level if you want.
To access all levels: Click the title 10 times in under 10 seconds. You’ll hear a chime and the Levels menu option will appear (if it wasn’t there already). Go to the Levels menu and you can start any of the 10 current levels.
Thanks for your feedback!
Thanks for the great feedback! I had not thought of the switching mechanic to be an issue, but now that you mention it, I can see what you are saying. Adding some keys to switch to specific ones (like the number keys - but they would be re-mappable) is a great idea and one we’ll definitely do. I think we’ll need to come up with something for players that want or have to use a game pad if we can.
We also agree that a robot should never get stuck like you experienced on level 5 and we’ll be correcting that in a post jam update. Thanks for letting us know! Though obvious when we look at it, when one has looked at something for so long, it’s hard to spot things like this.
I’ll be sure to pass along your praise of the repair animation to our artist! He’ll be stoked!
Thanks again!
We’re glad you like it! We had fun making it. And personally I love how the tunnels turned out. BTW, you can switch directions mid-tunnel. If we had time to put in more tutorial, that would have been made clear. Anyway, just move in the opposite direction of travel (with joystick or keys).
It’s an interesting idea to fade out the music a bit when enemies are near. We’ll add it to our list of things to consider. Someone else mentioned the need for a mini-map, which is something we’ll also consider but may put some sort of twist to it. We’ll see.
Thanks for the feedback!
I liked the art, sound and music. It was minimalistic in a pleasant way. And the game play was good too. It was simple, and didn’t give a lot of directions, but there was a bit of figuring out to it.
I wish that I could have chosen to have things end differently. Like, can I let the little dude drown? Nope. He’s actually a sea monkey or something. Can I have him not scrounge up enough moolla for a ring? Nope. He’s all blissed out and in love.
And what self-respecting cabbage patch woman would accept a fruit loop for a ring?
But seriously, if this had a bit more choice and game play, it could be a nice cozy game. Oh, and add a cute cat or dog. Just because why not!
Our game isn’t cozy. And it lacks a cute dog or cat too. (Major oversight.) But we would love for your to try it out and let us know what you think! Thanks!
I took the cart up a giant hill and stopped to look around. This is sooo cool! I felt like it was a bit like old versions of elder scrolls!
Overall I like the concept and art and what sounds there were were good. The controls were good too, and I appreciate the fact that I could also use arrow keys (but would have liked to use Enter rather than just E - not a big deal.)
I didn’t play this to completion, though, as I would have liked more direction on where to go. I followed the path, then found the path splits and stuff. I’m sure the point of the game was to find where to drop the hero off at. But that just wasn’t interesting enough to me to keep trying. Sorry! Maybe if there had been other things in the world to interact with and talk to. Maybe some NPC’s to give hints or something. Or maybe have it be like really obvious for the first hero, but then there are other heroes needing delivered and then those deliveries require more to do - like opening gates, bribing trolls to cross bridges, etc.
I know. It’s a game jam. So your probably didn’t have time for any of that. But maybe food for thought.
Please check out our game and let us know if you have any ideas that would make it better! Thanks!
I feel really dumb as I couldn’t get past the first part where all I had to do was mop things up. I saw the box that said mop, and it had a fragile sign on it, but I couldn’t get a box to open. Throwing it from the second floor only made the box disappear.
But as a concept, I think it’s pretty cool. The controls are good and I like the in-game UI. I just wish I was a better game player.
We’d love to hear what feedback you have for our game! Please give it a try and let us know. Thanks!
After I figured this game out, it was actually quite fun! I would update your game page to let people know how it works. As far as I can figure, you collect apples and return them to a fire to make eggs which “hatch” into animals that you can then direct to attack the cabins.
I almost had all the cabins destroyed but the bugs in navigation kicked into high gear and it seemed the animals wouldn’t obey my commands.
So, the basics here are pretty good! I would ditch the limited line draw idea and the lasso idea and go with a traditional click-drag-rectangle selection mechanic. And maybe not have a limit to the number of units that can be selected (though I admit this is something some RTS games do - but don’t think it’s needed here).
Add some sounds and maybe some way to get upgraded and/or different units, and you got a GAME!
BTW, this is another one where I would want to play a fully fleshed out version of.
Anyway, please check out our game and let us know what you think! Thanks!
I like the concept and art. And after I figured it out, the gameplay wasn’t too shabby either.
I think the biggest issue with the game as it is, is that it’s too difficult at the beginning. I didn’t get the objective completed before being turned into a toad. Which was funny!
We had some difficulty issues too with our game it seems. But maybe you would have other feedback for us! Please play our game and let us know what you think. Thanks!
Wow! Thanks so much for the compliments and thoughtful feedback!
It’s nice to here you want more levels! Because we have a few mechanics that didn’t get used and I personally would like to see them in the game.
We actually intended for the music to seamlessly shift between to tracks as you went from the AI view to a robot. We’ll have to look into what could be the issue. After working on it so intently for so long I think we all got used to it as it is. Thanks for letting us know.
And you’ve given us some good feedback on our design. Maybe not always include all the robot types? Or figure out some other incentive not to simply restart but use the other robot instead? Hmmm. Maybe not. We’ll keep thinking about it.
Thanks!
To move left/right you’re game only allows A/D. But I use the arrows keys for movement. And my left hand is my mouse hand.
A bit of googling around I see that some lefties just adapted to the righty setup. I guess that’s what you did. I never did because I grew up playing FPS’s and could always use arrows keys for movement and look/aim with the mouse.
The game is visually very appealing! And the music is good too! This is one of the few games in this jam I actually wouldn’t mind playing a full version of.
However, I don’t get how the theme fits into this. It seems very much that the cat is the main character and hero of the game. Normally I wouldn’t complain about that, though.
On top of this, there’s something I would complain about: the lack of controls for the left-handed. The way things are, this game is hard to play and so it is hard to enjoy what is there. And with this being Godot, it’s super easy to just setup additional inputs for actions.
Please check out our game and let us know how we did! Though we are pretty proud of it, I’m sure you’ll be able to point out things that we hadn’t thought of and can do better next time. Thanks!
I liked the art and some of the mechanics could be good. I can imagine this as a fast paced game with lots of things to dodge.
I’ve read the other comments, so I won’t repeat what they are saying, but I mostly agree. I would like to add that, being a left-hander, your game is hard to play without supporting key rebinding or just setting things up so that you can use arrow keys along with wasd, and other keys have another binding that would be more comfortable.
We had the same idea with delivering supplies in a time of conflict, but went with a pixel puzzle-platformer instead. Please try our game and let us know what you think of it! Thanks!
The art and music are great! And so is the concept! And the intro dialog sets the scene well (no pun intended).
As the current game is a bit unplayable it seems, I’m thinking about how the game could be improved had it been implemented fully. I think the biggest design issue is showing the entire script as an overlay and having to have players read along to get hit their marks while the scene is filmed. Maybe do this with cues on the floor that would indicate where to go and maybe a timer about how long they have to get there. That would be better. And maybe there are better ways than this, but the point is, players probably don’t want to read a wall of text while having to also try and accomplish something else.
If you would be so kind as to let us know the design flaws in our own game, we would really appreciate it! Your feedback will help us progress as game developers. Thanks!
The mechanic is really fun for something so simple! I could see this as a mobile game if enough other stuff thrown in for more possibilites. The art is very nice too, and I like the sound effects.
I would have liked more levels though. I’m sure the team just ran out of time. Also, what was the point of moving the stones? Didn’t seem to affect how the level played.
We ran out of time for things in our game too. But we tried, gosh darn it! Please check it out, give us a rating and let us know what it’s missing and what you though was good. Thanks!
The idea is great! Nice and simple, for the most part. Perfect for a game jam and maybe more! The art and sound are also well done.
I think the gameplay needs a bit of help. Or maybe it’s more tutorial. Like even though I look back on all the great images on the itch page telling us how to play, I didn’t get that the direction the blue arrow points is VERY important. In fact, I think maybe it should be taken out and the mimic attacks any hero near it. And if there can be more than one hero near by, maybe the option not to attack, but to keep on mimicing instead of being discovered no matter what.
I’m sure you’d have some constructive feedback for us too! So, please rate and play our game and leave us some feedback! Thanks!
The idea is really good and the art is REALLY good! The idea is executed well for someone’s first finished game. I think next time be sure to include some sound effects. They add a lot for a game. Good job!
Please try our game out and tell us what you liked and what you thought could be better. Thanks!
The gameplay is absolutely solid! And it doesn’t hurt that the art and sound are great too. I honestly need to come back to this and play more of the levels (had to cut it short).
I think the one thing I found to be missing is the lack of gamepad support. It would go with the idea too, but it would also make the game a bit easier I think. Hopefully it would be easy to add.
I loved the music, the art, and the humor! Very well executed! I think my one issue with the game is the controls, and I find myself wondering if there was a good reason not to go with something more “standard”. Maybe you were trying to make it a bit more difficult? Even so, it wasn’t so frustrating to detract from the enjoyment.
I liked the music and art and the concept is very nice! However, I was confused as to what the numbers on the map by the cities meant. (Maybe I just missed it.) And after I sold everything, I didn’t see a way to acquire more.
Please check out our game and let us know what you did and didn’t like! Feedback is gold to us! Thanks!






















