Thank you so much for playing! This is the first proper let's play of any of my games, and it was so gratifying to watch how much you enjoyed it, considering all the time I've spent on it. It's also nice to have someone play it who understands the intricacies of puns, as that is a fourth of the writing. So, again, thank you so much!
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I really like this! The only thing I'd say is that there seems to be no point to the market system. Like, I have insensitive to sell my new flower breeds for the money, that makes sense. But then I can only spend that money on new flower breeds, but, I have no desire to do that, because the fun of the game for me, is breeding those new flowers.
I feel like more money should let you buy a bigger garden, or give you more organizational tools. Especially because with these types of games, I'm always looking to organize and expedite what ever the main process is. So like, money should let me buy flower beds or something like that.
I don't know if you were looking to make this a 'flower breeding Factorio', because that's essentially what I'm suggesting, but I think that going in that direction would be fun.
Hopefully any of that was helpful.
Here's a link to the game page: https://john-clarks-fun-house.itch.io/fots
For Old Time’s Shake is a game about meeting a series of old friends you’ve taught secret handshakes in the past. As you begin to reconnect with these old friends, they ask to perform those secret handshakes you taught them oh so long ago- only problem is, you don’t remember a single secret handshake maneuver. It’s your job to awkwardly fake your way through these secret handshakes and conversations, to preserve the vulnerable feelings of your old friends.
I've been working on For Old Time's Shake for a while and I've been itching (pun intended) to get it out there in some capacity. This is the first ten or so minutes of the full game which should come out later this year. Enjoy!
Glad to hear it was fun!
The idea was that the game has only one object type. In a platformer, for instance, you might have a player who behaves differently from an enemy, who behaves differently from the ground, etc. In my game, all the blocks have the exact same behavior, they can be moved around until they are segmented from other blocks, and then they permanently stop, hence, there is only one object type.
This is the one I can defiantly see actually made into an LCD handheld. I also really like how you added on to the mechanic of just catching things and required a number of scoops and the cones to be grabbed first, it added a lot more depth to the simpler mechanic.
I love the fact you limited the amount the player can shoot with the overheating system, rather than something like ammo, that's been done and would be more boring. I also quite enjoyed how the ship bends a little bit depending on your position.
I played Iron Snout, a game similar to this one, where you couldn't move, however I got bored with it pretty quick and I think if it had a more fleshed out version of your platform switching, it would keep me playing much longer.
Though, the combat lacked game feel, the game felt like a Cowboy - Zelda, as I had fun figuring out where to go next, and even though I felt stupid to have not figured it out sooner, blowing up the rocks with dynamite was a nice little thing to do instead of doors. Nice game.
Thank you so much! I actually was considering doing that, but in irony I ran out of time, to add a thing that makes you run out of time, so if I ever update it, that'll be kept in mind. Thank you again.
This game is really good, I love the paint splatter effect, I quite like how everything revolves around the shooting and how you managed to make a twin, well, single stick shooter, fun without movement.