Player character is holding a sword but can't swing it. If not going to have an attack in the game should use a sprite without a sword and such to give expectations to player. For one reason, so they aren't trying to figure out what the attack button is, but also for general expectations.
Lou Bagel
Creator of
Recent community posts
Hey, a couple things I thought of for feedback while playing:
- The main player sprite blends a bit with the background; would be good to update colors to player stands out more
- The items, whether power-ups or obstacles etc, on the platforms are a pretty small and not obvious what they are or do. They could probably be made a bit more intuitive.
No bugs or anything and works well, so good job overall
Thanks! I love that you refer to MGS when talking about this! Its some of what I was going for and love the series as well so such a honor!
I was actually thinking while watching your play through that I feel like the range of her vision should be reduced. I believe her cone is currently a 45 range of vision but I might try out something like 30 and see how that feels.
Pretty cool game!
Only played one time part way through. It is pretty rough not being able to change the order of units once you place them, but can see how that makes it a big part of the strategy once you know what kind of units will be available.
At certain times it seems a bit unclear on what to click on or what you can click on. Took a bit to realize that you could upgrade units. Also, never really understood the freeze and the interactions when clicking on the units to buy.
Cool concept!
Couple of feedback:
- I was lazy and didn't read the instructions at first since they looked long. Went back and read them after a couple games and they were good - but you might be able to make things a bit more intuitive in-game
- Even just putting the word "Power-ups" or something over the bar of available special items
- Having tooltips or a text bubble when selecting a power-up would be good even if it is a short description
- It seems like the power-ups came in pretty fast. It could be a bit more strategic if you get less of them, but with more it is kind of more fun ha
Thanks! I took your advice and made this just for you last night: https://store.steampowered.com/app/1103790/DaveMan/
Hey i recorded my playthrough for your visual feedback:
I'd definitely say it is a bit slow, with my biggest complaint being not aware of where the door will appear. Sometimes this causes you to basically beat the level twice - the first time to see where the door will appear and then restart and re-plan it out knowing where you need to end.
This isn't horrible, but the fact that the guy moves fairly slow and you can't skip the dialogue makes the game seem like a crawl.
Overall it seems polished and such, but it just needs less downtime for player.
One huge thing that would help is some kind of feedback when item falls into bin successfully.
I noticed there is an effect when it goes into the wrong bin, but there should be one for the correct bin as well to let the player know they are doing something correct.
Especially since it doesn't actually look like they are going into the bins, with the z-index going behind the bins. That would be next item I'd say to fix.
Thanks!
FYI, there is level 2: https://loubagel.itch.io/survive-the-day
But it is from years ago. This is basically a re-make of level 1, where level 2 hasn't been re-made yet. Still, if you want to experience a "new level" you can check that out. Different type of gameplay.
Hey Everyone!
Loved this jam the last time I did it! I got some great feedback, so I wanted to make sure I got some of that feedback implemented before I submitted this time!
See the recent updates here of the features I'd love any feedback on: https://loubagel.itch.io/daves-coffee/devlog/895342/beta-features
KingKelpo gave the idea for the text bubbles fading out, the field of vision turning (instead of being set to, or "jumping" to), and also basically the sliding when bumping into objects.
But several players gave really similar feedback!
Blawnode mentioned the zoom level getting stuck when pausing or looking at a poster. Believe that is fixed. As well as the Chatty Cathy animation bug (fingers crossed! lol).
Other people asked for 8 direction movement - not sure if they were part of this jam or not, but was definitely a big request.
Looking forward to round two (for me) of the No Pressure Jam!!!!
Hey thanks! I can't believe I didn't think to look at the spacing data myself - I guess I thought "can't touch that or I will mess everything up" ha. I will give that a try - or just wait to see if any players give feedback first - thanks again!
Yes, my game supports several languages. They are all computer translated though, so I'm not sure the quality. If you want to try, either from the Title Menu or Press P to pause, and go to Settings > Dialogue > Language.
If you do, be sure to let me know how it goes! I'm still working on getting the cutscene text, ui, and menu translated. Also, there is a language learning mode to try out!
I really like how clean and readable this one is as well, with such the small font size.
Initially thought the Gs (lowercase) were getting cut off, like from the edge of my text box size/ref area, but they are that way. Then I noticed, are they backwards?
Also, do you think there is a extra space in the letters that make it harder to read? I find myself losing the spaces between the words sometimes, since the spaces don't seem that much larger, but I'll leave it to you as the font expert.
Note that I tested out reducing letter spacing ("character spacing") in C3, but that reduces the size of the spaces as well. There is no word spacing in the engine. Not shown in any of the pics above, but I can upload one if desired.
I still think it is very readable overall, but I feel like the spacing forces me to read it slower. Still 5 stars! :)
Hi!
I'm curious if there are any plans to update the nope_6p as well?
I know that is probably no small task and I'm sure you are busy, but I thought I'd ask because I've purchased several of your fonts and I enjoy the nope_6p the best and been using it as the default font in my game here: https://loubagel.itch.io/survive-the-day-coffee
I just realized it doesn't support Polish, though. Obviously I have other options but thought I'd ask just in case you were already planning on it.
FYI - I use several of your fonts, and if you want to see, you can press "P" to pause, go to Settings > Dialogue. You can switch the font, as well as the language.
Sleigh's Invaders
Playable Link: https://loubagel.itch.io/sleigh-invaders
Summary
The CubeCollab gang decided to do a holiday game collab again and this time we went for a classic shootem up.
Play as Santa Santa Claus in a high-energy, action-packed shoot-em-up adventure to save Christmas! A rogue faction of naughty elves have stolen Santa's gifts and are threatening to ruin Christmas for everyone. Armed with a variety of whimsical holiday-treat-themed weapons, Santa must blast his way through waves of rebellious elves using Santa’s magical sleigh and the help of his forever faithful Reindeer.
Each artist submitted an elf (enemy) ship with an edible projectile and some sort of present the ship drops. We didn't get done as much as we wanted to but given Christmas is on the day's doorsteps we better share it now!
Hey I got up to 4 at the top but didn't keep going because it is a bit unclear what the goal is, besides just having the bars high.
Also, besides a goal, it might be a bit more interesting if there was strategies to try or consequences. Like you lose if any of the bars reach the bottom. I'm not sure how everything works exactly so can't really approach things with any strategy - but if it was clear on something like: Knowledge goes up faster if you are well rested; make more money if you are filled up on knowledge; get better sleep if you have more money. That kind of makes sense and players could approach things different ways based on that, as opposed to just clicking one and waiting.
The bars filled up a little slow I'd say, as it got a bit boring just sitting waiting for them to fill up. That is with things being a bit unclear - as in just to wait and see what happens. If there was a clear understanding of objective, rewards, and consequences then the bar speed wouldn't be that bad.