
KoalaPanda
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A member registered Jul 14, 2017 · View creator page →
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Collect, position and score quirky cereals roguelike deckbuilder
Strategy
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Incremental cereal collecting roguelike. Gain money from cereals.
Strategy
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Run based incremental. Build a miniverse while defending yourself!
Action
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Fight for the defense of a mars colony in this tower defence
Strategy
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The sun sets when a magical child falls ill. The wizard and his cat will journey through the night in search of a cure.
Adventure
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Recent community posts
Most likely not, having a separate page or adding it as a download just for an old version may be confusing to other people and doesn't really make sense having multiple versions of the game (since I don't maintain the old one).
What was it that you liked more about the old one? The game still isn't feature complete, if it still fits the current design we may add it back!
Hi! We upgraded the graphics and had to revise the gameplay. Some mechanics were conflicting with each other (adjacency based effects mainly) and we had to choose between either discarding it or going all with the positioning effects and allowing to move cereals in the spoon. That simple change evolved in what you see today :) Oh, and we changed the name cause it was a bad joke name we didn't like, though I keep hearing people saying this was a bad idea ahahaha.
itch.io Community » itch.io » Questions & Support · Replied to No Time To Play in Major Update Devlog not showing up
itch.io Community » itch.io » Questions & Support · Created a new topic Major Update Devlog not showing up
Hello!
A little less than 2 weeks ago I have made a major update devlog for my game, which still isn't showing up in the devlogs section.
I know it takes time and they have to be approved, but seeing most recent devlogs usually being approved in less than 24 hours makes me wonder if something went wrong and would like to know if everything's okay.
I have already emailed support with ticket 369397
Here's the devlog in question. Thank you!
Thanks for playing! I agree that the game can feel very slow towards the end, but I consider a skip button is not the solution, since I think the feeling stems from both the time it takes and lacking in VFX/SFX. I have a few ideas in mind (pretty much speeding up the game, like how much time it takes to apply effects or giving some cereals quick time events) but it will take some experimentation I guess. Thank you for the feedback!
The game is great, I think there's potential for a great game if the mechanics weren't so balanced against the player xD. I have spent most of the game in "minimize losses" mode, and out of 3 attempts, I have managed to pay the 30 debt once. I think when generating "hands" giving a better chance to not have situations where you get 8 papers and the opponent 8 scissors, while it could very well happen it certainly doesn't feel great for the player. Overall great job, the game is fun and has great potential.
I got bamboozled into taking care of rats, how dare you xD. The lack of music makes the game boring after some time (I still played for about 15 minutes) and I think some tooltips about what some upgrades do would have helped, though it is clear enough what they would be doing. Great game, had lots of fun!
Very fun game! I think doing something like Slay the Spire and show enemy intent would make it more strategic (less risky I guess?) and remove the situations were you are just gambling on what the enemy would do. I really like how you got both health and energy that carry over. Great game, good job!
I really like how the tiles show adjacent traps, but even though I knew that 0 means 0 traps *nearby* and doesn't count the tile it is on, I kept going on them thinking they were safe and getting killed (I think cause in minesweeper 0 tiles are already safe/discovered so they don't count, but here they do) so maybe having them also count the center tile will make the experience better (or maybe I am just dumb xD). Great game, really enjoyed it!
Thank you so much for taking the time to play the game and give this much feedback! This is extremely valuable! While some things are there only because there wasn't enough time to finish them (the whole UI is basically the block-out of the UI I had in mind... which then ended up as the final UI ahahaha), everything you've said is definitely getting on the to-do list! Most could be solved with a tooltip, but a little UI revamp won't hurt. Especially the shop animation, I didn't realize it could bother some people. Also the spoon animation, the original mechanic was the spoon going only through the center (hence it hovering around the bowl), which then I changed to be click and drag to set the direction to give more freedom (and get more cereals overall). Some rework is needed to communicate better how it works.
The game is great, the upgrades are fun/interesting and everything is incredibly polished. If I have to nitpick something, I'd say the background is a bit too bright for the upgrade menu relative to the rest of the game (first time I got flashbanged lol) and the +- points and multipliers is not clear if order matters (does taking -3 points then x2 current points give you less total points?). Amazing game overall!
Toys should have a tooltip explaining what they do both before you get them and after they spawn near your bowl, since you didn't see one I think it is a bug, I should check it out. As for the UI having the useless x1 quantity, it was a last minute change that cereals have a "persistent" state (some cereals getting new tags or accumulating value, like boats eating fishes and adding their value to themselves) and didn't have time to either find a way to group identical cereals or change the UI, since the game was made for the 7 days Brackeys jam.
The main reason was to explain the special effects of some cereals and show their tags (since some synergies are based on tags, like golden/animal/chocolate...). Also, you are completely right, I should have written the base value of the cereal, since now the only to know it is to pick it up (they also are based on rarity). Never crossed my mind, so thanks for pointing it out!
Treading in the Footsteps jam comments · Replied to AnomanderDragnipurake in Treading in the Footsteps jam comments
Very fun and polished game! I had a bit of a trouble with the red stones, first playthrough didn't collect any cause I tried clicking them and nothing happened, then read the description, insisted and managed to collect them xD. After collecting all of them though, nothing happened at the spaceship, am I supposed to click something or do something? I simply end up dying. Great game overall!
Amazing style! I really like that you have a grid instead of free positioning, which these type of games usually have. Also being able to "score" more loops than needed is so good, adds a lot of replayability in trying to get as many loops as possible. The difficulty progression is spot on, never really thought that a level was much harder/easier than previous ones. Great work!














