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mardt

18
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13
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A member registered Jan 29, 2022 · View creator page →

Creator of

Recent community posts

Thank you so much for playing!! I loved watching your vod, you and your co-host are a great streaming duo.

There are some clear balancing issues I was able to spot thanks to your playthrough, so I will be working on that. Melee enemies should either not do that much damage, or not be able to hit you multiple times within a single spin attack. I think that was mainly causing your issues as it resulted in a one hit kill most of the time (but not all the time). Currently the only health indicator is the edge of the screen becoming red, but a health bar will make it more clear.

Also due the difficulty, I noticed you weren't able to get close enough to higher rarity gachas inside the levels. All gachas from the claw machine are higher rarity, so you never came across any which in turned seemd to cause a misunderstanding with the way gachas work. 

More difficult levels will have a blue (rare) gacha with a single enemy guarding it, and purple levels have a purple (special) gacha with two enemies guarding it. But during your playthrough (and all others I've seen) nobody was able to get the purple gacha simply because it's too hard and even the blue gacha is not worth the risk for most people. Those are the more crazy upgrades that will really make a difference in your runs and you should definitely be able to reach that easier. So that's something I will work on as well.

Regarding the ticket counter, keeping it secret is a conscious design choice as it makes the moment you get tickets really exciting, inspired by winning tickets in a real arcade. If you know you are going to get 300 tickets and die, waiting out the 300 ticket counter is a lot less exciting then when it's a fun surprise. I hope that makes sense. But maybe when people start playing more and more runs with higher and higher ticket counts they start losing patience for that anyway, and adding the in-map counter might wouldn't be an issue at that point so we'll see. 

Thanks again for your playtest! It will help improve the game a lot :)

Thank you for playing! I enjoyed watching the vod. I don't think the difficulty is a you problem, I clearly see some balancing issues in the latest version after watching your playthrough and others. Something I am going to work on!

Thank you so much!!! I really enjoyed watching your vod.  It is definitely Daniel Mullins inspired yes haha

I loved seeing you try to 100% the demo (giving it a 1000 tickets will start a very boring “sorry this part is not implemented yet” cutscene so you didn’t miss anything) 

The claw machine upgrades are indeed “potential gachas” you can get throughout runs. The colors are rarity and especially purple ones are very difficulty to get. I will work on making that more clear. 

I will be doing some balancing improvements as well as almost no one ever completes a purple level (where you can find the purple gacha) which are the most OP upgrades that should help you reach the end. 

May I ask what resolution the screen is you were playing on? The pixelation is more intense in your playthrough than normal. I will look into why that could happen, might have caused the readability issue as well. 

Thank you so much for playing and the elaborate feedback!!

Sadly due to my timezone I could not watch you play it live, but I watched the vod on Twitch.

You are the only one so far to actually save the 1000 tickets and you had some of the craziest runs, reaching the leaderboard at number 2 and 3. It was amazing to watch tysm.

I could clearly see the frustration caused by enemies being close to doors and especially them being able to detect you through them. I will try and see what a small entrance safe range + enemies only being able to detect you inside rooms will do. Will probably improve the game a lot.

The alert trigger should already be based on movement but it didn’t seem to work consisently, will work on that. 

I can also definitely increase the gun explosion range and add the little spawn delay. 

Regarding the cutscenes / animations I will try to exponentionally speed them up more. Especially spending tickets on the virtual pet / winning tickets. Hadn’t really tested much with the high numbers you were winning / spending haha.

Thanks again!

Thank you for playing!!

More room variety is definitely in the works. Little entrance safe range wouldn't hurt either, thank you for the suggestions!

Thank you!!!

(1 edit)

Yeah I agree with you. I had more ideas for gameplay but I overscoped a bit and I didn't have time sadly. 

But thanks for playing!

I love looking at weird things in space. Especially if they're cool shaders.

Great game

Yeah I had a lot more ideas for gameplay, but ended up not having enough time to implement them. (Probably because of all the time I spent on the effects and graphics). I might continue working on it after the jam.

But thanks for playing and the feedback!

Can't believe this was made in 2 weeks. Straight up awesome

Awesome style and vibe.

I enjoy the little branching quests. 

This is a great example of a simple concept executed amazingly. 

I was fully immersed in the mystery of the desk job which made puzzling that much more enjoyable. 

Simple but fun little RPG. (Collecting colors is very satisfying). 

I also like the writing.

I kept restarting the game and I was surprises to see it never failed to be different. 

Very interesting atmosphere! I'm personally a fan of at least somewhat of a clear goal in a game but the ambience kept me playing as it felt like there was a story there, a mystery I wanted to solve. 

raising awareness about the morality of tickling chickens 10/10

Absolutely awesome

Fantastic idea

I love the fast paced gameplay and shooting myself in the air to jump over stuff 

give the cubes some art and release it let's go