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MadBeardThe
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I just realised that just pressing Shift (grab and release by tap, not hold), the tiny beings are setting their right navigation target, so no drag and drop required. This sped up things a lot (I already used just the left hand, having no need for the right one). Might want to tweak or fix that. Cool music and sounds. Agree with others, I could use a highscore rush. Good luck onward!
Oh, that's awesome, you got through the awful learning curve and to the dollar coin. Means a lot to me. You must already found out there's no win screen and you decide when you win. Sorry about all these things, I really just pushed hard to get it finished.
The original plan had glass windows for outside views (at least the sky and some pavement, to further outline the smallness of the world). A bigger idea plan (immediately cut out of scope) also had glass windows where customer's faces can be seen. Along with gestures and voice lines for them. It really can be expanded nicely.
About the tedious orders, I'm not aware of the generator sometimes creating awful orders like 0.15 and paying one dollar. I think this is the forced win condition (easiest to setup in the short time frame) - forced the dollar to fall in the next order after the third day's half, if I remember well.
And yes, there is no tutorial as I cut a lot during the last day. I actually feel a bit bad for not polishing this experience, but I'll forgive myself, for my first game jam.
I appreciate you taking the time to play. I have not decided what this projects future will be. It being small and fun (or will be, when polished), multi-player keeps popping up inside my head. I'm actually looking into networking, so this project might be the one that gets the first implementation of online co-op.
Simple puzzly idea. I find it a bit tricky to control the player with the mouse clicks tho. Might be more fun to use WASD for the player for more precise control. That might be just a personal preference. Also, I needed a bit of time to realise that those outside were door guards (couldn't figure out how to enter). Good luck onward!
I was truly caught by the game. Finished it. I was worried about not being able to complete some puzzles initially (the maze one is really weird to control). Got to be honest I expected a punchline or something at the end of the tasks or something, or some bigger event due to the cursed coin. It ended abruptly. Nice idea overall, love the execution. Good luck if it goes further!
Thanks for trying it! Yes, I'm aware of most of it's issues. It actually works better than I expected. There is no balancing (no easier customers first, number of items is weighted random 1-3 - so you could have gotten 3 in the first try) - it's all random. It really was rushed to the last second.
The pointer issue is the most common one - I still want to blame the web build. The text size, depends on which one you're talking about. The one in the Task List was supposed to be removed - I let it in so players can at least have some feedback on what they're doing. The other texts looked ok, but I always tested fullscreen.
I was always afraid of coins in the dispenser slot scenarios. I added the push/throw so players don't walk 100 times with a single coin, but I haven't tested how would it work if players are throwing up. Luckily, at least players can't fall through (like they could, a couple minutes before the jam deadline).
About the pressure, yes, clients have no forgiveness system, they jump in one after another. The loop works, but I'm really sorry I had no time to properly polish it. The audio system will go in first thing in a new project on the next jam.
Thanks for all the feedback!
I really like this idea, but the pressure keeps me from enjoying it. I'll throw a coin and say that I wish I had time to read the outcomes of my decisions. Also those pink ones are kinda quick to pop. The urgent ones. This could work more like a chill game, but knowing the theme chosen, i guess you had to have this sort of pressure. Keep it up!
I tried it but I think that some bugs make me stuck. For example, I took the mail once, but couldn't figure out where and who needs it (I saw the letter icon later on an employee) - but after i had it in the inventory, it somehow dissapeared, and I could not grab any more items (the two slots would just be blank). I restarted the game and this time I could not pick up items at all.
You might want to have a look into how to make a movement controller smoother. The movement is a bit jittery and when moving while looking down can make your eyes tired. Also, it would be nice it the coins would have different values: like 0.50c, $1 etc. I wanted to gather the expensive ones until I realised they are all valued at 1 - i wanted to do that so I can "cheat" my way into trying the store upgrades. Keep it up!
Hey, thanks for taking the time to play. I am well aware of the camera glitch, I think it's an issue for the web build. About the sound, that and a lot other things were cut to make it to the finish line. I am well aware of it being empty and unpolished, but I really wanted to not give up, being my first jam.
Took me a few tries to get the hang of it. I think it's quite difficult to know the perfect timings as we have no feedback from the inhabitants. Also, the control scheme is really weird, having to press the + and Enter caused some issues. you can stick to proven controls, like Space for swapping robots, I think it'll be more intuitive. I like that it has a little story and images to tell it. Also, reaching the house to be robbed takes a bit of time, and it was quite frustrating to do that a lot of times (went to jail a lot of times).
Thanks for playing. Audio was planned, but unfortunately, audio, along with menus and VFX had to be cut as something ruined my plans. I know about the camera also, but I think that's an issue with the web build. I haven't looked into it tho, and I might be wrong. I'm still deciding if I'll pursue this project further.
Looks really nice. I agree that the UI is a bit unclear. The objective is a bit unclear also. Also, i got stuck. Meaning, at a certain point (when the bar was full, i had 3480 in my wallet, house 4600) i could visibly turn left/right, but my character won't move. clicking still works, i can click the icons of the wallets.
Couldn't get past the tutorial. I managed to figure out how to carry the apple, but on one play, I lost all my ants to a black one, on another play I defeated that one and hadn't figured out the dragging system yet. I also don't know if the leaf was part of the gameplay, as I had no feedback when I tried picking up. Needs a bit of polish on the resource collecting and fights.
Thank your for your feedback. Yes, the game was supposed to be bigger (I cut the playable area in half - initially it was supposed to also have a "build a coffee" slot and 9 total items wich were supposed to have different behaviours - the only special behavior added is the lollipop wich can only be grabbed by the stick). Being my first game jam, I forced myself to cut a lot of things along the way.
Thank you. Being my first jam, I cut scope hard and I didn't got to the audio (it's awful without it, the customers were supposed to hit the machine, and do grumpy voice lines). The camera issue, I know about it, it's only in the web build, I think. A problem cut my last days work to one hour (from 10 planned), so the player controls, dragging system, audio and the menus were out, and I didn't even had a chance to balance it.
Hey, I'm a 3D artist looking for a programmer. Find me on discord @madnbearded and we can talk the partnership possibility. I have a new project in work, paused by a game jam. And planning on joining the Game Name Game Jam if you want to see how well we work together by joining forces on a project there.
