Thank you! We really appreciate it. We took inspiration from shroom and gloom for our art direction and tried to make it more of our own. Glad to be compared to them!
AQT - MidnightSteep Studio
Creator of
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A nice game with a sweet ending. The art had it's own charm to it. Loved the background of the stages. In terms of feedback:
- The ghost sound was a little harsh on the ear
- Small bug where if you get hit while spinning the animation stays on spinning
Other than that, I enjoyed the story. All the little interaction bits with all the furniture. I'm glad the story ended up nicely. Good job on the game!
It's a fun idea and I can see potential for some updates! I'm imagining something like Papers Please in the future where you have to manage and navigate information in order to decide right from wrong. Funny art style but a bit basic.
I was a bit confused with the current build on what constitutes a save or condemn. I wasn't able to reach an "ending" if there was one. I'm not sure if I was just not choosing correctly or if there's not an ending yet. I gave it a go for a good amount of rounds.
But like I said. I see a lot of potential with the idea!
Awesome setup! The beginning reminded me a bit of berry bury berry so I was not expecting a full on horror game. I will say, I was also confused at first. I just kept starting and watering the flowers over and over. I had to come back to the comments to check what to do until I read how to start the actual game. It is a cool twist though. I like it!
Maybe after 1 or two plays, you should remove the play button from the main menu and only the quit button remains. Then the player will be forced to start the game.
Thank you so much for the extensive feedback! I really appreciate it!
I hear you on the grind aspect. Even as an incremental game, its important for us to keep introducing new mechanics and aspects to the player so it doesn't feel too grindy. That feedback is definitely helpful.
I'm glad you still had fun with it and appreciated it as someone who doesn't typically enjoy the genre. Thanks again for the great feedback!
A cool idea and fun execution! I love gambling games. Some feedback:
- I'm not completely sold on letting the player stop the dice. "Skilled gambling" of course did work with Slots & Daggers. But for some reason I feel that this would be more fun with real dice randomness and the player control just being to build their dice "deck"
- Had issues sometimes with playing the dice sometimes. I think allowing the player to just click on the enemy after clicking the dice would be more intuitive.
Great job on the game! The art was cute and the dice scratched the gambling itch.
A fun idea and cute art! Reminds me of some of those feed the holes games, but kaiju style.
I think the eating can feel a bit clunky. Maybe I would do something like this:
Make it so when the player holds left click the kaiju just keeps it's mouth open and sucks things in front of him into his mouth. Instead of having to click each time to eat something. In my opinion, this would make it look and feel way more satisfying and less clunky.
Super cute idea! Fun game. I think I reached the end of the evolutions because I filled up the bar twice, but there was no animation and the bar got longer.
Super cool game! Loved the color palette choice. Artstyle is great. Sound design worked perfectly for the game. The movement was quite fun. Quite the novel idea as well!
One critique and change you might want to consider is:
I didn't really feel the tension during the game with the timer implemented the way it is right now. There wasn't a sense of being close to failure or failing until the timer actually ran out. It's a long time to go during the game without feeling any sort of tension. Maybe consider having a timer for each individual customer. If you don't deliver them in time, they get angry, disappear/leave somehow, and don't count towards the people count. This makes the tension felt during each delivery and a sense of urgency to complete each one instead of one long drawn out timer.
It's just a suggestion, not a definite fix.
Overall a super great game! Enjoyed practically every aspect of it.
Thank you for the extensive feedback and for enjoying our game so much!
- Enemy variety is for sure something we want to work on in the future. Not just visual variety but room archetype variety: A room with lots of low health monsters, a room with one really high health monster, etc...
- I think we will increase the collection radius of the mouse when collecting pickups in the future.
- Thanks for the z fighting report. Will have to reposition spawn points
- Definitely agree on the corridor coins. We have two changes planned to fix this: Allow free look still while the player is walking, and adding a magnet upgrade to pickup corridor pickups on hover instead of clicking
- Will also make sure to balance the game and upgrades in the future updates.
Again, thanks for taking the time to write the feedback. Its really appreciated. Truly helps up pinpoint what we need to change before taking this project further.
A great game especially as a first game dev experience!
I will say it got a bit tedious towards the end just repeating the same thing over and over: going to do a few objectives, getting caught by the plague doctor, respawning. This is mainly due to not really having a consequence to getting caught by the plague doctor. I ended up not caring about him and just staying on the tasks, whether it was the electrical box, computer, or code until either I finished it or the plague doctor got me.
I was engaged enough to play through to the end though. The art, ambience, sound design, was great. Definitely a promising project for the team!
Very nice atmosphere to the game! I don't play these kinds of games too often so I don't really have anything to compare it to. But the movement, fog, and camera bob effects were well integrated for me. Some feedback:
- You already fixed it in your future updates but I'll just write it here for future reference just in case. In my first run I collected the 3 people but then realized the clock was not chasing me. It got stuck somewhere and I was running around for a bit trying to figure out what to do
- In the second portion with the people, I wasn't sure what to do for a couple minutes until I finally noticed the people again. I just kept dodging the lasers.
I enjoyed the juxtaposition of the first part of the game to the second part of the game. Though it does lose the horror feel at the second part. It's fine if you're going for a more abstract horror type of game. Again, not usually an audience for these games so I'm not sure what clicks here.
Overall a good job! Nice atmosphere, got me scared in the first half.
Thank you for trying out our game and for the feedback!
I agree in the choices feeling someone one dimensional at times. We're still exploring ways to make that aspect better. We were considering adding something like a slay the spire map (which the procedural generation is already based off of anyways) that the play could choose to plan out their route. This way, they would have a goal in mind with each room they choose. Just unsure how that mechanic would fit in an incremental game like this.
Again, thanks for the feedback and the nice comments!
Also, I saw you were streaming some games yesterday. Did you happen to be streaming the play of our game?
Very impressive with the music! Honestly couldn't even tell the loop was only a 30 second track. Thats how good it was!
Maybe my floatiness complaint was stemmed from the fall at the end. Different expectations between the jump up floatiness to what happens with the fall after. Not sure how to pinpoint the feeling exactly.
But again. A super intriguing game!
