Thank you very much, that was the goal !
Have a good one ! :)
Hi, thanks for trying out my game !
I had to scrap some mechanics and stuggled with my time management for the jam.
I ended up using a basic next level => faster walk speed and spawn rate. The game will end up being litteraly impossible to clear since you wouldn't be fast enough to fill and serve drinks compared to the amount of customers.
Arcade games are supposed to offer you a challenge, but still be clearable in 1 credit (with enough practice !).
In it's current state, with this one you can't... ^^'
Have a good one ! o/
Hey, thanks for trying out the game and for your feedback !
When served, the customers were supposed to be pushed back (and disappear if they reached the door) like in the original arcade game.
But I mismanaged my time and didn't get time to implement these functions (and some other gameplay stuff)... ^^'
Without these parts I ended up using a basic higher level => faster spawn rate. It did end up making them cluster more and more if they successively spawn in the same lane.
If I keep working on this game, it will definitively get addressed !
Have a good one ! o/
Hi, thanks for trying my game and for your feedback!
About the drink being ready to be served, I tried to do something by playing a slower "filling" sound effect, but I think if was off by like 4-5 frames... Sso the actual "full" timing happens before that... ^^'
At one point I even stopped the sound effect altogether, but it didn't feel good.
I should've been a bit more careful about the actual timing, and maybe should've gone the same route as the original arcade game, by just using an animated sprite.
On this build the levels don't really matter much, it's just a faster walk speed and spawn rate, you didn't miss much. ^^
Have a good one !
Hey, that's a nice little rhythm game !

I struggle a bit with level 3, when I realized I could just ignore the arrows coming from the top-right, and would have enough HP to survive. I tried to look at them, but the pace of the number in the bottom was too fast, and It made me lose too much HP... ^^'
I don't know if it's just me, but the rhythm seems to starts to deviate a little bit at a time, and I can feel a bit of delay the further into a level I am. I ended up following the rhythm of the spawning notes instead of the song.
Great job nonetheless !
Have a good one ! o/
Another Tapper enjoyer, great !
You're right about the cut mechanic, I didn't manage my time too well. ^^'
For the gameplay loop (even considering my cut down version), i'm still impressed at how simple and effective it is even today.
And thanks for mentioning the sound effects btw. There is still a lot of room for improvement with more time and care (music/jingles, better management of sound channels and the timing of play/stop, ...), but I do feel like it's an important part of games that's often overlooked.
Thanks for the feedback.
I had the main inspiration (Tapper) way too fresh in my mind, so it absolutely didn't occur to me to ask the question "what to do" ? ^^'
I didn't make other people test it before posting, but that's what feedbacks are for !
For the font I used Itch.io 's, a quick search lead me to the 04b-03 font (similar, but not the same). I hope it can help you !
I scrapped mechanics/level variety due to not optimal project/time management on my end... ^^' But they were in the original plans !
And finally I went solo just to prove to myself that I could make a game from (pretty much) scrap.
I learned a lot !
Yeah these kind of game need A LOT of time to balance properly... There are so many minute details to tweak...
It really shows you put a lot of time and attention to the weapon skills (I'm glad I read the controls, it wouldn't have occured to me to press A/Q+click to access them otherwise ^^') !
The Dragoon Jump makes sense now, I get it now that you've mentioned it (I only saw the Dragoon skills on FFXIV Online, but it's the same thing) ! ^^
In the context of a jam, I'm glad you've given all the weapons available to the player, it was a good decision on your end.
Glad to hear you're going to keep working on the game, that's great news !
In case you need someone for more playtest, I would gladly do it !
If so, you can add me on Discord (same username). Else, I'll still be following the development of this game, but from a bit further away. ^^
Good luck !
Will Billy Block ever manage to reach the turn at the end of the road ?
I wish the game would be faster-paced (faster vehicles, faster movement and jump+land).
It would had to the already chaotic nature of this game (which already is it's strong point). x)
Even though vehicle are crashing left and right, the blinkers indication their lane change is a really great idea. The game ends up being quite readable despite everything happening ! ^^
Great job, and have a good one !
Nice idea, I've always liked the look of these revolving worlds type of game ! It fits the theme perfectly !
I really like the way the buildings spawn, it's so satisfying ! ^^
I had a small issue where I couldn't strike and gather the resources if they are too close to a building (I assume they are on a layer in front of the resources, hence preventing the click from actually triggering the action).
With more developement it could end up as a nice little game !
Have a good one ! :)
Hey, I really like the art as well ! These are some very cute bouncy animal ! ^^
Same remark as the comment before me, the required pace of typing became too hard to follow after some time.
(But I also based my game's difficulty around increasing speed/quantity linearly for my game, considering the time constraints of the jam. ^^')
I also had some issue distinguishing the lower "A" from the lower "O" with the text font you chose.
Other than that, great job !
Have a good one ! :)
I like the isometric perspective, it makes me thing of Marble Madness. ^^
It's fun to watch how the people run around and pop-out when hitting a house !
I could see this ending up as a mix between a golf and a flipper game (with the ball bouncing from house to house, squishing people, and ending up in a golf hole) !
Have a good one !
I agree with what others have said, the game is indeed quite cute.
The low-poly models + choppy animation really fit the "children drawings" vibes.
My main critic would be that you don't really have to engage the enemies. I ended up running across the level without fighting any of them... ^^'
But doing so made me encounter the scariest slimes I've ever seen in any video games, they zoomed around the level while doing their lunging attacks !
It depends on the road you wanna take, but one idea would be to have the rooms get locked when you enter one if they contain any enemy (à la Binding of Isaac). Containing the fighting to individual rooms would also prevent them from attacking the player from a room still under "fog of war" (which happened to me a few times ^^').
But overall great game! With a bit more polishing and content, it would really end up as a nice little game !
Have a good one ! :)
Hey !
This game has some really great visuals. As mentioned by other, the different layers really make you feel the tiny scale of this world. It even allows for some stuff like ambushes, which works quite well for these kind of action games. Good job also with the flower/plants interactions while colliding with the insects, it makes the world really feel alive.
Gameplay wise, this genre seems quite hard to nail down (especially in such a short amount of time !)...
The basic attacks didn't feel very good to use (the light weapons feel like they have short and narrow hitboxes, and the large weapons feel to slow for the amount of damage they deal).
On the other end it seems like you had quite some fun with the "weapon magic skills".
I especially liked the katana's dash and retreat, and the lance (?) lunging attack (it's a shame you can get hit while "in the air"
(Btw, the Greatsword's spin seems a bit OP... ^^')
I also had some issue where I got ganged up on when I switched screens. I feel like something should prevent enemies from attacking/spotting you for X amount of time, or until you start moving.
But overall, great game. With some polishing and content, I really could see this as a great Action/RPG game !
Great Job to the team, I hope you all have a good one ! :)
It's such a jolly day to be crushing some clones !
Your game makes me think of those parking/traffic jam flash games with their puzzle based gameplay. ^^
If I had one critic, it would be that the game's window is a bit too small.
(I just realized that you can just zoom-in the page to make the game bigger :facepalm:)
Btw I encountered a bug where I could collide the same car 2 times in the span of half a second (I assume you made a timer to prevent a car from colliding too often).
Outside these little issues, it's quite a nice idea with the different types of car behaviours. It really could see this as a full fledge game + a level editor of some kind.
The mix of planning, placement and timing is really great !
Good job and have a good one ! :)
Thank you for trying my game and for the feedback !
It was an issue with my position check (I flipped the sprite, but their X position didn't match the sprite), and I didn' apply an offset for this specific one.
I didn't catch it since my game-overs were mostly from drinks falling-off. ^^'
I'm also amazed at how a 40+yo arcade still feels so good to play. It's also one one of my favs !
Have a good one ! :)
Wow, this is such a weird but interesting theme !
It reminds me a bit of Plague Inc. with the morbid theme and the "taking over" aspect, but on the opposit end of the scale in term of size. ^^
I feel like your game would benefit from 2 main things:
- A click and Drag for placing "units" instead of having to click one by one (a bit into the game, I had to start clicking A LOT).
- Having just a bit of animation for these "units" as well, like just 2/3f would had so much life (if it's the appropriate word considering the theme :P) to the game.
I also encountered a bug after the spider spawned (I think that when the "hide larvae" ability becomes useful by the way ?), my larvaes wouldn't reappear fully. No unit would despawn after that (the flesh took damage and could disappear though).

I think it might be something with the spider's triggers or something.
Speaking of the spider, I really liked the "interruptions" from itself and especially from the crow (which you can hear like a few minutes beforehand).
It really made me feel the tiny scale of the game !
Great Job, and have a good one !
Nice little game !
I quite liked the look of the Saturn's Rings part, it fits the theme really well. ^^
I had some issues with the transition between the pools of water on level 5. I got stuck in the "swimming" state a couple of times so I couldn't jump during the last stretch...
I don't know if it was intentional, but on level 1, you can wait a bit after landing on the asteroïds in order to get higher jump when they go back to their original position. With a bit of timing it's a nice little feature you can use to skip some jumps.
I think it's my favorite level for this reason. ^^
RIP to the Level 2 ants btw. :')
Have a good one !
Hey, thank you for trying out my game !
I played quite a bit of Tapper (the game I'm heavily inspired by), so I already knew how things worked.
If I was better organized and had more motivation during the jam it would've been nice to put like a little cut-scene while starting to show the bartender filling and serving a drink to a customer. I think that would've been enough to showcase the goal of the game.
I also scrapped some features like the different levels/customer bahaviours (some customers could throw an empty drink back at you for a refill) which would've added some much needed variety, it's a bit flat at the moment... ^^'
But I agree with you, the base concept is simple but quite addictive !
Be sure to check out the original ("Tapper" from 1984), if you want to get more of that type of game.
Have a good one ! :)