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kingbot

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A member registered Aug 20, 2024 · View creator page →

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Oh for sure lol, we are working on getting a final release out after the rating period. Thanks!

Thank you so much! Yeah we're working on updating the game after the jam is done and hopefully it'll be great!

Thank you for the positive feedback!

I really like the suggestion of encouraging different parts through missions, that would be great! Hopefully I'll add that for the update once the jam is done!

Thank you for the kind words, I really need something to redeem this project lol

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Yay it's you again! Glad to see you. 

But I'm warning you, this game is significantly worse than Sushical Chairs.

Lore drop: After GMTK we held a poll if we should join Brackeys or not. I personally was unsure, but there were at least a few people that said they wanted to (you'll notice the slimmer team). So I went with the flow even though I was busy. 

Theme reveal. Complete disarray. Me being away ish for the first day didn't help. But we just keep trying to think of ideas and none were good enough, until we got to the point where we had many "okay" ideas, and just indecision led us to starting work on the game more than halfway into the jam (and all that time was wasted because everyone had a different vision of the game in their head)

I basically did most of the programming (jechtoff and assortedfrogs helped out, but it wasnt enough especially with the latter being busy and wasn't even supposed to participate), and you can imagine us trying to program something we don't understand or even have a general direction on. Didn't go well. 

Till everyone got on the same page it was basically the last day. The artists handled the pressure. The audio person didn't. So no audio. Sad.

But yeah, it was definitely not as good of an experience. We should've just taken a break, too much burnout happening. And the sentiment is that we probably won't do a jam as a big team for the rest of the year. 

All this is to say, yes I just released the bugfixes, but that doesn't mean the game is good and in fact it barely qualifies as playable. Of course I could be able to do something about it but I respect the rules. I'll probably do the whole post jam updates thing to at least make it closer to an actual game but that's for two whole weeks later (what a long rating period). 

On an ending note, I looked at your submission, pretty good stuff honestly. You'll definitely do way better than us this time around. Glad to see you doing great.

Anyway, probably not the sequel to the saga that either of us wanted, but it's the one we're getting lol.

NOTE: There are about 29 different bugs in the game, I recommend playing it later so that those bugs can be fixed 

(yes we are following the rules of the jam)

We are aware of the strange two sushi softlock. There is a restart button however (minus, -). No need to worry about missing that lol

I do agree with you on the item description in the bar. We have to add so many different things just to make sure the people understand what everything does which to us is basically second nature at this point lol. We can look into having the top left thing show up on hover.

That aside, I am so glad you are having so much fun with the game lol. Seeing this much praise for the gameplay feels great when it has been a core issue with the idea from day one. I think I can now officially rest easy knowing that the current version has the exact gameplay feel we were looking for from the very start. This probably is the best spot for us to leave the game in the meanwhile, I may look into implementing the hints but other than that this should be it. I'm happy to say that Sushical Chairs has become a game of creativity, enjoyment, narrative, artwork and audio. Glad you managed to stick through till the end! (for now)

On the same game page yes, the files are updated and hopefully there's no more bugs and the game feels more complete as a whole.

If you're asking on why it's the same page, we could have done a separate release I guess but it's too much work for what in the end is just a bunch of bugfixes. Uploading files to the jam version is open and allowed so we just did that instead

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So after you posted this I played the game a little and you were NOT kidding when you said the final levels were hard. My god. 

Anyway, to make the difficulty more sensible the enemies now increase their speed after every round, so the first rounds are easier but you're almost certain to use a powerup in the last. I think this change fits the game well and the difficulty curve should be a lot more reasonable now (I actually beat the game for the first time ever lol)

Also the audio is actually fixed now!!!! If it decides to break again I will have problems (no I won't but I will feel sad)

There's a couple smaller changes as well, but I hope this is the last time we need to release small bugfixes to the game. 

It's 2 am right now and I'm only writing this because I am so used to the jam sleeping schedule by now that my body is not allowing me to return to normal and mid sleep I got up from bed and onto the computer to write the devlog and this comment.

In conclusion, the game is now verifiably "completable", go check it out and if there's anything else you're welcome to post another reply to this ever increasing chain lol

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Beautiful game, I could see it becoming a steam release one day, very fun to play with words

We haven't really gotten to testing the difficulty curve near the end so I was slightly expecting this lol. I'll see if I have one last push in me to make that better. Good to hear that early/mid game is alright though.

The audio thing turned out to be way more nightmarish than we thought lol, it's just impossible to get that thing working properly.  We'll try our best but no promises lol.

As for the other suggestions, they were all discussed at a point in the jam but not really sure how the gameplay will look with them. Imagine you're running to the chair and the ai drops a freeze on you lol. Ideas definitely get less black and white in terms of how well they fit the game from here. This is also a fresh release which would require more feedback to see if these things are actually necessary. They're all ideas that we should test if we want to continue development towards a release but that unfortunately seems pretty unlikely at this moment. 

Also, that was definitely quick, nice to see you playing the game again lol. Glad you still are going with the long reviews!

Good to hear!

We have just released the post jam update, the game is less buggy and the controls should feel smoother along with other things. Thanks for your interest!

Hey! Just wanted to tell you that the update is out. There are hopefully no more bugs, and we added in a couple features and improvements you might like. Make sure to check it out and tell us what you think!

Wanted to come back to say that the bugfixes are up! Thanks for the comments, you should be able to get to the end without problems now!

Hey! The update is out, go take a look and tell us if there's anything we missed!

Thank you!

I've rated this game and left a comment previously, but honestly I'm just here to check in on it because it's so amazing. If you decide to release an update after the jam let me know!

Thanks for the reply! The teleport works on both, but if you try to teleport to the middle too early it will kick you out. However if you time it perfectly you can teleport right before the conveyor unlocks and by the time you reach you're already in a chair. It's a hard one to master! Thanks again!

Thank you!

No worries! You definitely didn't come off as mean at all. It's all constructive, actionable feedback and to me that is far more valuable than simple "I liked this game" (I still like those though lol). Yeah implementing reaction time is a good idea that we've been thinking about for a while, we'll try getting it and see how it goes. I'll definitely message you when the update is out!

Thanks for playing and leaving such a long, detailed feedback! We really appreciate it lol. 

I'll address the concerns one at a time. First, during the circle phase, you don't really have a lot of control over your positioning. This is something like the real musical chairs game where you can't just stand next to a chair and refuse to move. The idea of pickups is that you can see them in the circle phase and when it's time to rush for chairs or maybe even earlier you use a powerup that helps you pick up something from the field (1 powerup used, 2 picked up). This problem definitely gets worse as enemies get faster and faster so we have reduced their speeds during the circle phase in code. A rhythm based system would be neat, it's a good idea for sure, but I don't know how well it would fit the game. Maybe we'll give it a try.

Dialogue - that's actually a great idea, I'll see if we can implement that in time for the post jam release.

Art - It has always been hilarious to me how they just keep smiling through thick and thin lol, they need to teach me their patience. Jokes aside that is definitely something I agree with, just outside the scope of a 4 day jam to have multiple pictures for so many sushi. If we're going to continue development after the jam that is definitely something we will address.

Music - The web build should be tried for treason for what it did to music. No idea why but it resets every time. The music is actually supposed to pause every round, not restart (and it does that for us and for the download builds, web just hates it). Surprised we haven't had this mentioned more lol. When I played the web build myself it felt miserable to not hear the drop for the tracks. We'll try to find what's causing this problem in time for the post jam release.

Again, thank you for such detailed feedback! This has brought up a lot of stuff for us to consider, and I really appreciate it.

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Thank you for the nice words and detailed feedback!

The two powerups you mentioned (chopsticks and teleport) are so confusing to use that it would practically take an essay to fully explain properly. We'll figure out a way of doing that eventually. The physics gets really weird when there's 2 sushi or in general interaction with enemies (Godot really hates ovals for some reason, we've made everything circular now and it should be better). We've fixed plenty of bugs and added a few improvements for the post jam release that will hopefully address the issues you've faced.

Thanks again! 

Thank you so much for the kind words and detailed review! We've gotten around to squashing most bugs and will release them shortly after the rating period is over. Glad you really enjoyed it still!

We will be adjusting difficulty based on the feedback we have received. Thanks for the kind words!

Yeah honestly the music in the main levels is so good it's insane. The composers did a great job. The web build messed up the music a fsir bit and it still turned out great. Glad you liked the game!

Oh no :( Glad you enjoyed the game anyway!

Thank you!

Thank you for the feedback! We'll definitely have these things on the board for future updates!

Thank you!

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I would leave a comment detailing what I want improved but the commentor below has said any form of improvements I would have for this game, other than maybe improving upgrade UI so that it fits the theme and items are easier to understand (I really can't tell what that WiFi looking thing actually is even though I know the five options).

But anyway, this game really is nice. The time loop is applied in a way that feels more reasonable than restrictive. It was a fun time. The artwork is great, just watch out for the UI thing. Story is alright, maybe a bit slow in that I played a fair bit and still don't know much, but having a story in the first place is better than so many jam participants. Audio is fine, although I felt the background music might have been a little too quiet relative to the sfx. Overall, this was a great submission, well done!

Yeah the story had to be stretched out without development due to overscoping. Glad you liked it, thanks for the kind words!

3 edits lol

Thank you so much! Yeah we had the framework for different maps and types of obstacles other than the wall but we overscoped and ended up not having enough time to do it. We'll definitely try to make some in future versions! Thanks again!

Thank you!

Took me a while to figure out what Sirtet was lol. The idea is smart and the gameplay is fun. The tetris artwork is really good, though having the UI in a similar style would have went a long way. The sfx and audio are great. Narrative is hard to put in a tetris game so I will give you that. Overall, this game was really fun, I definitely played it at times where I shouldn't be playing because it was that addictive. Great job!

This game takes a common feature in clickers (restarting with bonuses) and makes it forced which develops really interesting dynamics. I enjoyed it and it was fun getting all upgrades in 30 seconds on the fourth loop lol. The artwork is good, the background music is fun, needed a few more sfx though maybe. The game could be more interesting with narrative but it is alright in its current state. Great submission, well done!

Thank you!

Lol thanks! I did notice them earlier but 13 is where the impact is dialed up to 11 and you really cannot ignore. Just my experience honestly, the game is still great!

Thanks!

I love tower defense games so of course I had to play this one. Was not disappointed. I really liked the idea and the game was nice. I think some values for upgrades are a little strange otherwise I don't know why upgrading a cannon is more expensive than a magic ball. Round 13 is where you are forced to adapting to attunes which I was not ready for and I lost, maybe make a slightly easier round right before it so players get what's going on. The pathing change is genius honestly. Artwork and audio are pretty cool, they fit the vibe well. No narrative, but the game is fine without one. Anyway, this was a great submission and I really liked it. Well done!