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mickplouffe

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A member registered Aug 03, 2019 · View creator page →

Creator of

Recent community posts

Hi Cameron! Thank you for taking ht etime to write this awesome feedback :D !


In the new build we are working on, we are exploring to have a "Tilt Meter" either over the tower or in UI. Again! Thanks for the idea!

Thanks for your very kind words and having taken the time to write your feedback!

Keep an eye out for the Post-Jam Update. It won't be perfect, but many patches has been made to "Balance" it better ;P

Thanks for your very kind words and having taken the time to write a nice feedback! 

We are hard at work the drop an update after the voting periode for people wanting to give it a second chance if you are ever interested :D
Many things was "Done" but not really put correctly in the final build in the end. 

Scope issues, skill issues and time issues on my part for some of them ;P

We all learned a lot!


Again, Thank you for this lenghty feedback!

Thanks for your kind words and having taken the time to write your feedback!


We plan updating the game as soon as the voting period is finished. The dialogues now fills before skipping :D

Glad you like it!

If you want to hear the full music, head to the musician Youtube channel, he also have other great stuff:

Thank you so much for the kind words! I’m really glad you liked the camera controls—it was one of those small details I hoped would improve the overall experience. I wish I had managed to push my last changes with the invert-control toggles, but that’s just the nature of Game Jams, right? Time flies! 

I did put a lot of effort into the polish, but honestly, nearly all the credit goes to our incredible Sound and Visual Artists. They did such an awesome job bringing everything to life!

This game is definitely not for the faint of heart. The difficulty level is quite high, mainly because there are no in-game instructions or indications about how to play or what each element does. I still haven't understood if the timer was to calculate speed or just showing how much time I spend looking at them. It took me some time to figure things out, and even then, it felt like I was not grasping it fully.  

However, I appreciate that the Itch.io page provides more information. The page itself is visually appealing and stands out compared to the default theme, with a polished presentation.  

The theme of "Built to Scale" is well respected in this game. I love spaaaa-ce! I managed to nail down each position "perfectly" by observing the planet view and the window, but it seems I was still wrong. Even when I tried switching the last two planets as mentioned in the "Known Bugs" section, it was still wrong.  

One feature I would have loved to see is a quick restart option. Having to go through the entire cinema again each time I wanted to retry was a bit tedious.  

Despite these challenges, I found the game to be a very good entry overall. The concept is intriguing. With a few tweaks and some clearer in-game guidance, this short game could be truly fantastic!

And also the do not scale. It's 20 Each. I was at about 50 000 value of Pots so.. / 20 = 2 500 pots at least.

0.6 FPS ish. Generating around... 350k potato/s... or per 90 Seconds to get 60 Frames xD

Now I can give 5, 5, 5. I crashed the game. :D

Ancient god.. Like those :3

Love the art style of the game! Plain and straight to the point!

Nice game!


Some little hitches on my sides, but all in all, Very nice!

Glad you liked it!
You game is very nice interesting too!

Thanks to have took the time to leave a comment!

I KNOW!

Do you know the joke?

 It is fully implemented to have toggles in the options menu, but forgot to attach new options menu! With the stress of the deadline... A lot of stuff have fell the board in the sky... 


However, I am glad you liked it and thanks to have took the time to leave a comment!

Yeah... It is a lesson for next time. Same on my Game... So much should have been done before the deadline.

Simple. One shot. Yet well executed!


I have a nice score of -250 :D

Thank you to have took the time to leave a comment and played our game!

A little hard at time to hit the enemies, but nicely done!

I would have passed over but.... By the law of Youtube Live Chat... I see Cheese. I must play and give good rating. It is the law. 


;P

Btw, Nice little game!

Thank you to have took the time to leave a comment!

Thank you to have took the time to leave a comment!

Yes. It is too hard, to stop playing! If I could, somehow have a pile of 500 000 unique potatoes... I would. Can't resist.

Wunderful! 

One of my favorite movie! I love games like Pikmin and Overlord! Only complaint. The day counter of my contract doesn't go down! RIGGED! ;P

More seriously, except the IPs problems, having a story, a Susu counter (because I love big numbers), and very not much more mechanics... Get me that on Steam and you'll receive 50$ instantly.

Wunderful! 

One of my favorite movie! I love games like Pikmin and Overlord! Only complaint. The day counter of my contract doesn't go down! RIGGED! ;P ( I have a little bit more to say on the game page comments)

Wholesome and without scandals!  


(Right?)

Please. Don't learn DOTS for this game! For the love of all our lifes!

I love the twist! It is suprisingly hard at times ;P

I love the twist! You should sneak it in Project Chromium xD

Thanks for explaining!

I love the "twist" of your game ;P


Some little tweaks and it can become a full game base on the head mechanic :D

Veryhard, but very fun!

Oh.. I just understood the Scale Potato....  Is it Unity Dots?

New Addiction. 3D Clicker. FML...

Ok. Just Tried your game.  I hate you. I have a new Addiciton!

Thank you! 

Yeah, it is very hard.

We haven't got much time to play test it. 

Glad you liked it and thanks to have took the time to leave a comment!

Thank you!

Yeah, it is pretty hard. NGL ^^"

Thanks to have took the time to leave a comment!

Thank you!

Yeah, it is pretty hard... We took a lot of time beforebeing able to play test it.
Glad you liked it and thanks to have took the time to leave a comment!

Like the style. I like the ideas!


However... my critic of the game is that:
- You can Spam Defence / Firewall to get to ABSURD level of defence.

- Props of not using an INT for the defence counter, got bored after round 234 with Def: 775,314,700,000,000, still haven't crashed the game... Too much.

- Instructions unclear when I opened the game. Didn't know what to do at all. Especially on the Terminal screen. I've understood after like 5 minutes that it was only to copy the text up top.

- Same for fight, Ihaven't notice the ? the first fight. but even reading it haven't made me understood the fight much better.

- In some situation, using "HACK" always return damage againt the player.

- Fights are feeling a little empty.

- The loading effect on the Desktop is cool, but when leaving some menus it just feels a little long to wait for it. (May be just me)

- It is not clear why we can upgrade our stats, where they can augment and reduce during fights... (May be just me?)

- Some Buff would probably benefits to be one time use. (My 234 Rounds, could have been infinite, since the enemy had a potion)

- A little bit hard to read. Disabling effect in Settings maybe or bigger font?

- Is there a "Win" condition / Goal?

- I like that there is animations and different enemies.

- The whole premise seems cool, for what I understood.

- Nice Backtrack Background :)

- Huge potential to be a full game. Deepening the story in VA-11 Hall-A style, but having to fight instead of doing drinks, and bla bla... Could be very interesting with this art, music and current story. IMO.

- Nice 2D Unity Game!

- Better than my submission.

--------

On that. It is IN MY OPINION. I try to be constructive, however, I often sound more rough than I wish it to be.

I just hope you can get this feedback as an appreciation of your work!


- Mickplouffe

Just a note, it is a little bit more platformy than it looks!

Hey @Joylychi, thanks for your comment!


For the coloured ghosts, they actually give you a boost, but not that clear. 

In the post Jam update, we will address that.