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laptopsuc

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A member registered Jul 06, 2020 · View creator page →

Recent community posts

The game seems to have a solid foundation. My two major thoughts are (1) how could things escalate beyond buying more tables and (2) if there will be any narrative. As an example of things escalating, your perspective may change to manage multiple stores as you make your way up the Happy Burger corporate ladder. And from the few clicker games I got invested in, I always appreciated a little story to follow the most.

This is a very charming game and I'm looking forward to seeing how it progresses. The character dynamics are great! Some comments:

  • I was confused why saving can only be done when transitioning to certain areas rather than save spots or the menu. Is it supposed to function like autosaving?
  • I was worried about healing the party after they regrouped, but didn't have enough money to do so (and I could only spam but so many carrots). Thankfully there weren't any combat encounters after that point, but it made me wonder how reliably I'll be able to heal/get money as the game progresses.
  • Bug: When Slug and Jiro start eating the chocolate, everything turned black (besides dialogue and menus) and stayed that way through the slime fight.

I succeeded after taking your advice and avoided going fullscreen. Quickly trying to analyze and react to the huge volume of moving objects makes me think people used to bullet hells probably have an easier time, I assume.

I need to see how someone else plays because I can't imagine anyone succeeding on the first round on the easiest difficulty. How are you supposed to out click 3 AIs while avoiding bad food?

A fun and simple game and story. I assume you are supposed go to a game over screen if you miss too many enemies, but the game will still continue and just stops spawning enemies. Other than that, nice work!

The leash is on the top floor of the clubhouse in a chest. The mine entrance is to the right of the castle in the overworld map.

As others are saying, the art is solid. My main critique is the waiting. After the initial loading, it takes a long time before the button appears to start the game proper. Additionally, the length of the fade ins/outs is noticeable. I imagine you're trying to help set the tone of something more serious/dramatic, but I think making those things happen a little faster won't compromise it.

For me, this has been an issue on every episode. I did not realize it takes 5 seconds, as I think after 4 seconds of no feedback that something is working, I'd just try moving my mouse differently. After trying again with this knowledge, my issue seems to be either the countdown resets whenever your mouse leaves the hitbox, or the hitbox is much smaller than expected.

Video: https://drive.google.com/file/d/1nrwzIsz-tbVPVWI3StoxQL5FAXjiHZGi/view?usp=shari...

The story is intriguing but given this isn't a Ren'Py game (i.e. has saves and skipping seen text), trying to play through multiple times is time consuming and physically taxing with all the clicking.

Thanks for the update. This is my feedback: 

  • The lack of interactivity/choices in the beginning did hurt my enjoyment. But what was eventually offered did intrigue me. 
    • While it would be neat to see many different effects from all the mixing combinations, that amount of work is probably better spent on another game focused on that. 
    • I'm eager to learn more about Heidi and Karren.
  • On the subject of Karren, her dialogue felt repetitive with her reminding you to push the test subjects' limits almost every time she talked to you.
  • With a smaller cast than Fattening Career, it's a bit more relaxing not having to keep track of as many characters 😅
  • The animations are nice.

Sorry to hear you're having trouble continuing. Hope you're doing well nonetheless.

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Ah, I feel a bit silly because I did read the instructions when I first played. But probably due to the gaps between plays my brain mushed it together with Love. Thanks! Perhaps actually calling it "Global Mood" instead of just "Mood" could also make the distinction clearer.

Going a bit crazy still trying to figure out how to get Lin's Love to 4 by Sunday Morning. Most I'm able to do is 2 Love. It also doesn't seem to be possible to get Carla's Mood up to 4 before talking to her Saturday.

Feedback: Love the variety of characters, but my memory of names is garbage. It'd be great if the guide included everyone's names somewhere. If tooltips are possible, maybe having their name appear when you hover over their picture and stats on the left.

Still having a blast hunting down all the paths and different options.

An impressive amount of good writing, though I'd highly recommend finding a proofreader to correct grammar and spelling in future games.

I was initially expecting there to be more critical decisions and branching paths throughout the story so I was a bit disappointed with how linear my first playthrough felt. But going back to collect all the achievements showed a huge variety of small differences depending on your relationship levels throughout the game and a large variety of endings.

Can't get over how wonderful everything with Leo and Magna is. It's a real struggle to adequately describe everything because I keep devolving into "The love and horny are too strong".  You can feel the heart and soul put into every panel, character, and conversation.

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Very well executed in visuals and especially audio. While the main gameplay is simple pong, its energy boost mechanic makes things a bit interesting by necessitating losing for speed boosts and softens the blow of losing a goal a little. The game even accounts for awkward scenarios when the ball gets stuck between the paddle and the wall.

While several have commented on the difficulty, my main issue is time. It takes 10 seconds after each goal before play is resumed. While it's realistic and part of the main appeal, eventually it stops being fun and drastically interrupts the pace. In theory, a perfect match would take 3.5 minutes plus the time it takes to score goals. But given that no match can be perfect, my times inflated (lol) to over 5 minutes per match. I think I wouldn't mind the difficulty as much if I could play way more rapidly.

If anything, I'm very much looking forward what may come in the future. Given the great polish in the game and how receptive feedback appears to be taken, I think future games will be even better.