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Mikeware

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A member registered Sep 02, 2016 · View creator page →

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The whole package of this game is super chill, it's really well put together! I really enjoyed digging into this world. Was there any hints/impact on which role you chose besides the power-up? It'd definitely be nice to have a few more tooltips in places, especially on the cards for their abilities. I never did quite understand what gaslighting did, and I never saw a reason to draw cards with Ponder, I basically always had something useful to do in hand.

I did see the card drag issue someone else mentioned, I also did get offered the same card for my initial additional card, small things. Should the enemy hand block thing have said reduces incoming deductions? It mentioned increases which confused me at first.

The characters were great. I really love all the polish that went into this to get the core idea together!

Really great bones for something here! I'm sure you two had a blast testing this, but for a jam it'd be great to at least have a single player mode. I managed fine enough with the keyboard to play a round, it was a bit tricky to know what to do at first, but easy enough to pick-up. It'd be great to see a bit more feedback on positive results during play, as well as a bit more progression with types of things going on with the luggage or within the airport.

Maybe players are luggage porters and have to try and bring the proper safe suitcase to an awaiting passenger, add a bit of memory and more logistics to the mix. I also see this going bananas with like a four-player mode. Excited to see v2!

I'd say in some way, having the extra crud around makes it more chaotic, especially if you did 4-players in the future and just had luggage get dump/overflow eventually onto the floor, it'd lead to folks wondering if a bag had been checked already or a strat where a player just takes bad bombs that another play threw in a pile elsewhere and put it back in the to-be-sorted pile... 😅

Interesting take on this type of dual-controller puzzle. I do wish that I could just swap between which character I controlled at will vs. selecting at the very start (before knowing what that even meant). It would have made it a lot easier to navigate the world.

A few more earlier puzzles to aid in teaching some of the mechanics would be useful. Thematically, I'm still trying to understand a bit about how the shadows are getting "formed", but that's a story/narrative element maybe. 😅

It's always cool to see something that can evolve beyond a jam.

Thanks! Yeah, we've been talking about maybe a way to spray paint/color the sheep for post-jam. We've got a few other ideas that we've got to start tracking. 😅

This was not clearer... I had no idea what was going on and what I was supposed to be doing, chips were going in, I didn't know what actions to take. Then we started playing out the hand half-way in which at least aligned a bit more with what I thought was going to happen, but then it was hard to understand how lying helped at that point? The angle of the able in not really being able to see the whole picture makes it pretty hard to see what the opponents are doing. Plus, if we can see all the cards but then be lying, I wasn't sure why that mattered? Especially if the "lanes" were supposed to line-up, there was just a lot of contradiction in the instruction and too much that relied on knowing other pieces within the rules to make it easy to parse.

I think trying to do less real-time, at least for the single-player mode would have helped, as there's just too many rules and things to understand in order to play. I feel like there's 3 or 5 concepts mashed together here, which makes it really hard to understand how any one of them works. The setup and atmosphere were great, but it was really hard to get into and understand what you were going for.

A rock-paper-scissors-lizard-Spock sort of chart could be maybe easier to follow for the suits, but again it feels like just another layer. Like I didn't get why cards had health either. Sticking with just a base normal deck of cards and having highest card of the same followed suit wins, but then just being able to lie ahead of time of what you're playing could have been enough and easier to follow, for instance. Then just deal out a new hand to start another round then having a card health system.

This game looks amazing, quite the environmental detail, and you nailed the 2D/3D mix. The wisps kept appearing for me after I'd seen them in a spot before, so that was a bit confusing. I was also a bit confused on what else I was supposed to be doing near the end.

It'd be great to see a bit more beyond just walk to place, pick/do thing, but this is really impressive to see done for a jam with the amount of detail and character you've built into this world. Definitely some intrigue, but I just needed a bit more detail and insight into the character I'm embodying.

This is the second escort game I've played, but this works much better within the theme and mechanics.  Requires a sharp eye and patience. Lots of nice details in here and the uniqueness of the characters and the randomness gives it a lot of replayability.

I feel like in one run I got the message that I had eliminated all the murderers and then immediately lost, maybe collateral damage? Took a bit to realize I could play Fullscreen from the settings, was expecting the expand button on itch. Playing Fullscreen was a big boon to the immersion. I did just want to shove the King along and other people out of the way though too... 😅

The whole vibe really fits the theme spot on too, as you just have to keep looking and be like, is that the one? It's simple, but it works really well.

I could see this being expanded with a bit of story and maybe some kingdom management, where the villagers come for assistance and your likability as King effects how many people are coming after you, and those would be the ones you may have scorned through not assisting earlier too when you go out for your daily walk around town... 😋

Great game and use of theme! Ended up taking some notes in notepad, so having even just a couple of simple ways to mark characters in the game would be an extra handy addition. I also couldn't get back to the Main Menu at the end for some reason, but that wasn't a big deal.

I'm not too sure where money played a factor, as I also had to sometimes send folks on a mission that would fail to ensure I learned who the traitors were.

Amazing opening cutscene as well! The character art was great too!

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Wow, this was amazing! So well put together and smooth. Though also a bit hard at times! 😅 Though our game required perception too, so it's fun to see it in a different way. 

I wish the store started a little smaller and with fewer types of customers so I could learn the patterns a bit before getting more variety and more area to secure! The text is also a bit small in places like the upgrade screen, but otherwise, this is sublime.

I could see this turning into a full game post-jam, add more tasks like restocking shelves to split the attention and other upgrades (like stock boy), more customer types, etc... Very intriguing! And the puns were purrfect!

Amazing game! Art is gorgeous and the concept fantastic for the theme. Really well done!

Super minor things that would have helped:
1. The characters having their names above their heads or something, as you only learn their names talking to then. I know many are a bit obvious, but it's just a simple thing that would have helped to reduce a bit of the back-and-forth of reviewing information.
2. Most of the dialogue/action is gated by clicking to the next bit of dialogue with the arrow buttons except the interludes... it'd be great if they also paused after each message to allow advancing, as I'd get used to being able to just read at my own pace during interrogation and then suddenly everything's advancing without me doing anything. I know it's a cutscene, but losing that control was just the tiniest bit jarring.
3. Some of the dialogue audio (think it was vampire group) is a lot louder than the rest of the audio.
4. Indicator of which puzzle of total I'm on.
5. At end ability to go back and re-play failed puzzle.

I think there was at least one puzzle where someone said "I didn't do it." and if you verify that one, then that solves the puzzle. That'd be fine for maybe the first puzzle, but defeats the purpose of logical deduction a bit. So, it'd be nice to see a bit more subtlety to the clues.

I did find myself not using the total number of lies as much, I guess if there's characters which can corroborate their stories, then that can help you deduce what the truths are without verifying explicitly and zero in on the lies. I'm trying to think how this could be extended further into a larger game, and I'm not too sure. But as a minigame for a jam like this, it was most excellent and a great play! Thanks!

Why are all the police, firemen, and nuns after Grandma? WHAT HAS SHE DONE!? Some extra back story that Grandma was a spy or criminal mastermind or something would be useful...

It did pause a bit on the web loading the effect for the attack, so that confused me a bit at first. I was also hoping to advance the dialog with the keyboard (space), it was weird to have to go to the mouse just for that when the main controls are keyboard. You could also have mouse control for movement and attacking as well to just allow both.

This was definitely quite the escort mission of a game. There didn't seem to be any consequences though, I was expecting to lose if someone reached grandma or for her to have a health bar or something at some point. I did like that there was the range where she would follow you, leaving her to fight off the swarm felt like an interesting choice, but it'd be nice to have a bit more substance and stakes in the fight.

I think she's pausing at the places to do errands? That's the story I told myself at least... 😅

Yeah, I also got the froze, I feel like maybe it happened when the music track ended part way through the first round? I think I also had a weird scenario where I couldn't figure out the logic as two of the four confirmed it was one of the other two as they both said the same thing, but then the remaining two said the opposite that would incriminate the other... it was a bit distracting with them hoping and moving around to keep track of... 😅

Fun concept though, as others have said the reveal was fun. I think I'd like it if I could more easily drag the folks around into three different columns to represent the good, maybe, and bad.

Yeah, really great job embodying the plight of the hamster. I loved the twist where not all shelters are created equal... Great job! Will be interesting to see where you can take this idea post-jam.

The food art was amazing, definitely he highlight. It was a little tricky to click on them in the cafeteria though at times. It'd also be great if they didn't cover your balance and it was clearer before you hit a button that it was too expensive. Some of the text on the buttons was tiny too, so some general text scaling could help. I was sad the interesting battle background just turned green during the battle itself.

It'd be nice to have some health bars or a bit more info/action during the battle itself. I also wasn't sure if my team healed between battles, but it didn't really matter because it snowballed pretty quickly. I didn't even see the Recipe buffs until the end and didn't really need them, were they supposed to cost money too? So, definitely some balance to work out. It could be interesting if you're fighting different food for the battles, and then later those are ones you can buy when new foods to fight come along. I wasn't going to play 100 rounds though... 😅

Put a smile on my face, look forward to seeing a bit of polish in it post-jam!

The first wave of enemies came in hot and nearly took me instantly out, but I loved hearing them crash into the asteroids as I deftly flew through the asteroid field. Really interesting esthetic and lots of potential.

I do feel I was looking for a bit more agency, especially when there was a lot of dialogue to go through to choose Y/N on the mission, I generally just went with whatever option I got to first vs. backing out and trying to compare the options. While I'm usually one for seeing how long I can go without shooting sometimes in games, I did feel like I was missing something, maybe even just a limited boost option. I needed my ship to have a bit more weight to it, even if it was just a flame out the back when I had the accelerator on.

On one hand, especially for the title, the long-haul emptiness of space vibe was interesting, but on the other hand, there was a bit too much of it. It'd be useful I think to have some of the earlier missions be shorter, and also for each mission to have at least something "interesting" about it, whether it's an asteroid field, enemies, or something else. Some rewards/upgrades and making the choice of mission more impactful too will help.

It was a bit hard to see where the theme really came into play into the game itself vs. just world building around the clients. In the future, some sort of reputation/faction system where doing different jobs made you friendly to some and enemies to others over time that could change (and that you could recognize the different ship types of) could be interesting.

In either case, this is a phenomenal jam game you've put together, and it's a great start to something bigger!

New high score! 😅 Level 15 with 6 baaad guesses only.

Thanks! It's a bit subtle now, but if you look carefully you start to sort it out, then it gets a bit easier. We definitely have a few ideas for some extra things to add in making the wolf more distinctive for earlier levels for post-jam.

You need a few more instructions, I didn't quite know what was going on initially. I thought I had good hands but was losing automatically as I didn't realize I had to click two card to submit them as my hand. You should prevent the player from continuing to the showdown until they've done so. It would be nice to have a reminder of what trap I selected as well, in some cases I wanted to play them on myself as well to change my hand. It was a little unclear to follow some of the action from the players and how the traps were working from their side, giving them names would be useful to be able to label actions and such.

The visuals and animations are gorgeous. It's got a lot of polish on the art front. Just needs a bit of framing of the game part and instruction/usability. Hope you do a post-jam version!

I also had trouble getting it going, the default size should be turned down for sure. I got trapped in the settings menu for a bit, the alignment of input was off, but then I got into the game. It looked pretty, but then I wasn't sure what to do or how to advance. I was given a policy that I couldn't seem to read.

Great idea for the theme and makes quite a nice little package of logic puzzles. Some of the text was getting clipped by itch, but going into full screen fixed that. I do wish the door animation was a bit quicker, but someone below made the good point that it does add to the suspense which is on point for the vibe you're going for. Good job!

Art was great, but as others have said, the numbers are super illegible, I think you could have gone with a 5-pixel font and still fit everything in your tiny resolution, your opponent could be off to the side a bit too to make room.

Would have been nice to see a bit more than just a few power-ups beyond the base Liar's dice game, but it's well put-together and was fun to play once I figured out how to read the numbers. I didn't realize at first what the squiggles in the opponent's speech bubble were, and that they were their counterbid.

Great job!

I really like the ideas behind this game and its potential. The whole corkboard murder board provides a great tactile feel to things. I understand the concept of what's going on and kind of what I need to do, but it was pretty hard to map out, especially with having to remember all the controls. Having a graphic somewhere of the two examples with the same mail item and what the board would look like in the keep and trash scenarios would have been really helpful. It could be worth editing your game page with updated instructions and this type of example. I also didn't understand the circle asking about the cop piece of things at all, I was expecting some extra information to pop-up about that conversation at the end of the week or something.

Definitely doing a pass on streamlining the interaction mechanics would be helpful post-jam. Like having to click again on the board and fiddle with tab to select suspects was cumbersome. It'd be great to just have clicking be the primary interaction, then have buttons to keep or trash mail, and when you add a new note to the board have it be a choice menu of the suspect you want to add, avoid the whole having to interact with the note. Having a manual advance to next week after the mail has been sorted would be helpful too, as if you don't just put the mail down again after and make a note, then you have to wait a few seconds and have to keep that info in your mind.

Also, what prevents you from just trashing all the mail? It could be handy to have something like 'suspicion' where if everyone hasn't gotten a piece of mail by the end then that's a losing scenario too.

Really interesting to see Sokoban where each level has different objectives and rules. I did need to read a bit closer on level 6 to pick up the "gnome1", but also then I still got stuck trying to understand what I needed to do, not sure what I missed. I also missed that 'P' was the pause menu, having a visual button to bring it up would have been helpful too. Aesthetic and application of the theme were amazing, great job!

Thanks, yeah definitely can see trying to tweak this a bit more after the jam. I almost abandoned the flock algorithm a couple of times, I had no idea if the game idea was going to work until we actually had it all running together late in the week. I had forgotten I had knobs to limit the velocity of the sheep and they were zooming at first which made it not sheep-like and non-functional. We lucked out and it's been fun to see the emergent behavior being used like this for the gameplay.

I had worked into the algorithm the potential for multiple wolves to find, but didn't test it nor had time to implement how that'd work. So, a few areas to explore later. Thanks!

Yeah, my partner came up with this pun for the title and it was brilliant. Thanks for playing! 🐑🐺

Yeah, I need to speed up the sound effects that play to get the timing quicker. I re-used this animation from our last jam's code 😅. What level did you make it to? I think 11 is still the record, until I see a screenshot otherwise!

Each level adds an extra sheep 🐑 to the herd, speeds up the wolf a tiny bit, and make the sheep more comfortable with getting closer to the wolf 🐺. Our record is getting to Level 11. 🙂

Yeah, there's definitely a component of watching the ones you think may be it for a while and determining if the sheep are consistently turning away from the wolf or not. Thanks for playing!

Now that we know it works (we had no idea if it would at first), we could make it a bit more obvious to start or ease-in with the tutorial. Patience and watching the herd is a big component of success though. 🙂 Thanks for playing!

Yeah, I came back to play again, it's so fun! But yeah, have been noticing the random pickup issues too, the lower-right corner is especially odd for trying to grab items coming down the vertical. Was thinking a good range mid-tier power-up for maybe like 50 or something could be the ability to drop food in the trash without penalty, though maybe with a cool down so it can't be used to just trash all the items at the end of the belt. But when you grab the wrong thing right now, it's a big time sink to go give it to the customer to get rid of it and then go get the right thing, but maybe that'll be less of an issue once the other bug is fixed and highlighting is added. I look forward to playing the update after the jam! Thanks for making such a fun game!

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Gave me Wilmot’s Warehouse vibes in a way, really interesting to have the menu and the orders be slightly jumbled each play. Had to stop myself, I'll come back to it though, just kept wanting another run. It's brutal in the beginning though, especially with the conveyor just overrunning, but I think that's part of the point. I also got a run where all the customers wanted Salmon, so ensuring that customers have a chance of ordering the thing that's furthest along on the conveyor could be another interesting meta-power.

I do wish the Trust Me Bro level choice though changed the next '1' in line, just not the next customer, as it's not always aligned with who's coming up next in line which makes it not an interesting choice half the time.

I also noticed you can serve the same customer twice as they're leaving, oops. I also wanted to run around the right and above to the other side of the conveyor, but that didn't quite work. It lets you get up there but then selection doesn't quite work. Like Gedig said a little highlight to show which item you're going to pick up would be useful. I found myself grabbing the wrong thing sometimes with items that were close or as they moved. Potentially letting you click to grab nearby things to have keyboard+mouse as a control scheme could be handy.

Really great job, this is an amazing game!

It's great the game is randomized! I played it twice! It seems the magnifying glass image for the clues didn't appear for me the first time (just their sparkles). I like that the locations of the clues/suspects are randomized too. It'd be nice if the suspects didn't prove their own innocence though, I had Mrs. Bigglesworth say that Mrs. Bigglesworth wasn't involved... 😅

Great UX as well with the notepad and being able to refer to it at the end as well when making the deduction, though I would have liked if the timer paused while referring to it or at least being able to move around still with it open. One or the other. Amazing job!

Made it to level 12, score: 120. Eventually figured out the game through playing, the instructions could use a bit of improvement. Probably a simple set of examples as a tutorial in the game would be helpful. I was a little confused by all the different stats: Score, Money, and Health. Like Money was obvious, but not sure how my individual round score was relevant, and I had no idea what depleted my health.

Store was interesting bringing in different types of sheep but remember to put a delay before accepting inputs. I wouldn't realize I had used all my turns and go to click my next card but buy something without knowing what it was instead.

Good use of the theme, we did wolf disguising as sheep too! 😅

Love the aesthetic of the art and the wild west. Difficulty in the starter town seems brutal though, I'd get two perfects and two sharps and lose the duel still. Was a little hard to understand how the mechanics of the draws related to the times at the end and the winning of the duel. Maybe have it tallying up during the shootout?

Very well put together Sokoban game, graphics were adorable. Seemed like a loose adoption of the theme though, but definitely got more interesting in the later levels with the moving enemies. Good job!

Thanks! Yeah, patience matters a lot sometimes to just wait it out. Though the wolf does speed up and the sheep will get closer as the levels progress (in addition to more sheep), so it gets tricky! Level 11 is our top score. Folks should post screenshots of their end screens if they can bleat that!

Liked having the different sets of purchases to have to sort through for the customer. Just hoping for a bit more immediate feedback on if they were a criminal, even if it was just highlighting the bad things in their order before they disappeared. The timer felt quite long too, especially if there are multiple days.

Seems like I started with some base progression, was that intentional? Definitely fun gameplay loop, very geometry wars vibes. I found after upgrading a bit I could just let the enemies come at me and stay in a spot, and I'd heal enough from their drops to not die. Would be nice post-jam to see some more variety in enemy types and such.