Thaaanks, yeah particles are awesoooome (when they don't break the web build lol)
lajiao
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I like it! At first I didn't see the arrows for the wrench turning mini games, so I was confused, but then my brain decided to detect them lol.
The quick restart made it easy to want to try again and again on getting fired and the hammer mini game feels very satisfying to me. I guess I would have liked to see a bit more when I'm at the bottom of the screen or even be able to move faster than the screen, so I can put more distance between myself and the army of inspectors.
Overall, pretty neat game!
No need to be sorry! I just felt like I can't rate your game because I didn't get to actually play - and I don't want to rate differently just because I didn't understand it^^
It's awesome that you finished something, it being buggy or not 100% clear to everyone is to be expected in a game jam sometimes:P
This game really gave me the same feeling as when I'm sewing and repairing stuff (for my animals) - the gas and AD like the hands I grab the cloth with - very smart design! And - as in RL I get impatient, wanting to be done with just this little thing already! - I think long-term it might get a little repetitive, but all in all awesome job - also with the story and the whole shop game loop - Great!
I really liked the idea of clicking away negative thoughts, and I appreciate the message you are sending. But I would have liked more gameplay in between the story text, so I as a player can help you/the character more to pop those thoughts away! For me personally it was a lot of text without any other beats in between.
Very cute artworks and a cool interpretation of the theme!
The idea is pretty neat! I would have liked to know how much water is already on the boat, so how stressed should I currently be, like a UI element that says 75/100 or something. Also I kind of struggled with moving in the narrow spaces on the boat, which was a bit frustrating for me - I think it would have been more fun, if I could move more easily, and the difficulty came from something else, like just managing the patches.
I can imagine this prototype becoming a really cool experience though, with a little more time and polish!
Nice entry! At first I didn't realize I had to use the arrow keys to move the tool, maybe you could add that to the descriptions for dummies like me :D Also I didn't know how to continue once I was happy with the jeans, I just saw on the screenshots that there would be a shirt too.
I like that you ask the players to get creative with how to patch up the clothes and I think the chill audio fits this kind of experience well.
Love the little cutscene in the beginning, nice art! I don't really like horror games, because I get scared so easily, and I was too scared to continue playing, so good job on doing exactly what a horror game promises! :D I also think it's a good take on the patch it up theme, and I also like the mechanic of leaving a trail with thread as a seamstress.
Btw minor thing: I couldn't close the game window anymore and had to Alt+F4 to exit xD
Nice little game! I wished for some arrows on the side of the screen when the robots were out of sight, so I could find them again. Also when ranked? :D :D :D
(Also two robots were on top of each other for most of the time, so I could only repair one of them, but I guess that's just a bug coming from game jam time restrictions)
Cool writing and art! Would be curious about the features that you are hinting at in the game.
When given choices, I sometimes forgot what exactly the problem was, so I wished for a quick summary of what they said, or the possibility to read it back somewhere, especially when I consulted the logs.
Also, I would have liked to see somewhere which day it was currently, like day 3/7 of the probation period.
Great job all in all!
Yeah, from the games I played so far, this one is among my 2 favorites, if not my favorite overall!
I personally think that not all games need to be replayable, it's fine if they make me happy once or twice. Replayability in this case would probably come from more randomness?
But I'm not sure that would be a good fit, because your characters are so thoughtfully handcrafted and the patches fit their personalities so well. I'd hate to lose that part, I think that's kinda the core here. You could of course also handcraft multiple fitting patches + hints per character, but that means a lot of work.
It could also come from continuing the story and some branching, so then I'd want to explore the other story branches on the next playthrough (also a lot of work, and writing, haha). Btw I also liked customers coming back and learning more about them, even from just a short hint (great writing btw, so hard to communicate story/personality with such short phrases).
The difficulty part is a tricky one, because players feel sooooo differently about it depending on their personal skill. Balancing is one of the hardest parts of game design >.<











