Ahh don't think anything like that, keep your head up! I'm sure that wasn't what they intended to convey. I'm programming oriented too and have a bit of trouble with assets as well. I found that pre-made assets help out and if anything, art seems like a fun skill to try and build up over time. Btw if you're looking to make 2d assets I'd suggest trying out Canva, it's usable through web and I found the interface to be pretty straight forward to learn (the controls are similar to how you'd make something in powerpoint n stuff).
Mint Soda
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OOohh multiplayer in this would be sickk. Don't worry too hard about stuff that was missed out on btw, I could see a lot was done in the game given the time frame (the cool lever functionality, working order win/fail cases, covered edge cases with trying to turn a 5 coin into smaller change, non clunky item grabbing functions, etc.) so don't sell yourself short :). Especially for a first game jam this is a great submission, whether it be on this project or a new one, keep on developing!

I got it!!!! :DDDD
This is honestly such a good concept for a game, always thought vending machine mechanisms were cool (like the different ones in Japan and such) and I really think an idea like this could pop off hard on Steam. If this were expanded in some way where the design of the machine had a glass wall of the outside world I think it would strengthen+solidify the concept a lot more (just throwing ideas cuz I like the game idea that much, not really a critique). For actual constructive criticism though, I do think some way of easing the player into the game would help out a ton, like introducing under/overpayment only after the player has done a few orders and such. Another thing is that the coin system is a bit tedious when you take an order that involves a lot of them, such as recieving a dollar coin and trying to make change for a 15 cent item purchase. Regardless, I liked the game a ton and would totally wishlist the game if it were on Steam. Great Job!
Thank you for playing the game and suggestions! I definitely want to progress the game so it's actually reasonable to get to higher coins lol. That suggestion's also a great idea, I did hear from some friends playtesting the game that copper is a very abundant currency as you play the game so I'll see how to balance that out!

Fun game to play through! I love the gameplay loop and overall goal to build towards. It actually blows me away that this is the first game your account published on itch.io. Surely you guys are very experienced in game development right? I also can't really think of much constructive criticism to give aside from maybe the minigame where you input x, z, and the arrow keys is a bit difficult, even on the earlier days for me (tbh that's probably just a skill issue on my end though). Overall great job, the game is insanely polished and the tune played when sorting through the papers minigame is probably gonna play on loop in my head for a bit lol.
Pretty good game, I liked how it mimics real life where whenever you buy the price instantly shoots down and if you sell the price instantly shoots up (/s, I know it's up to rng lol). Something that I think would improve the game is if there wasn't a cap on how high the price goes (It seemed like this was the case, with the price only able to rise as high as the window allows it to) because then you could just purchase a 5x sell option and wait for it to inevitably go down by scaling the speed very fast, allowing for a way for the player to cheese through the game (like I did lol).
Wow this game is fun and you can tell a lot of work was put into it (in both art/animation and programming). The gameplay is engaging and trying to catch the bag right after hitting an enemy makes me feel like a skilled kaizo level mario player with shell jumping lol. I also like that the map seems to be procedurally made and rarely has any dead ends so you don't easily die by the flying enemies. One thing I'd like to point out is that I'm sort of unsure how the powerups worked, as I activated it a few times and didn't really see what changed. I also think that dying is a bit devastating since you lose all of your coins (and keys I think?), but idk maybe its just a skill issue tbh. The bossfight is also pretty hard, and having to go through two maps just to reattempt the fight felt a bit long (again, maybe another skill issue on my end lol). I think if the boss had a healthbar it would give a bit more incentive to continue attempting the fight since you'd know how close you were to defeating it. Overall good game though, I love the little hidden icons that reference different games and I can definitely see the game's potential.
The game fundamentals here are really nice, the game is simple but I could see how the programming for the systems in place could take some time to create. I also like the idea of reloading in a tower defense as I never seen it til now, and it adds to the micromanagement theme nicely. I'd like to point out that using any AI art will likely be a deterrent for some people, and using premade assets or even poorly drawn handmade assets (like ms paint or something) could be better favored imo. Another suggestion I think would be beneficial is a restart button so the player doesn't need to refresh their screen in order to try again. Overall I can see how the game can expand, such as auto-reloaders maybe or larger maps and such. Good job for a first game jam and happy (late) birthday :)
Awesome game, visually stunning and I like the direction of gameplay. I think if there were some sort of visual cue for what was happening to the different coins it would add a ton to the gameplay since you're currently having to mentally think about the swaps and changes that are being done to the coins. Great job on this submission though, the monster is designed well and I love how meanacing it looks while breathing and blinking on some of its eyes while you play the game.

Fun game, kept me hooked enough to play til the city's happiness got to 100. Game music and art was cozy to me and it has a nice vibe to it overall. I'd like to point out that in terms of gameplay with the way that happiness is affected, it seemed like it was easy to just place the negatively impacting economy buildings away from any housing and nothing would be affected, making the game a bit easy to beat without any obstacles. Another thing is that as I played I wasn't too sure why my currency would drain downwards since I placed too many buildings to understand what would have that penalty attached to it. Either way though I like the game direction and could see how it could get very fun with further updates. Great Job!
This is a very well made game! The factory building is very fun once you get used to it and the grind towards getting the 100 hryvnia coin is engaging and fun. The art is also insanely well done and I like the overall progression. One of the main things I found difficult is that learning the game is a bit convoluted at the start since so much is thrown to you at once, but the given help menu was very helpful in guidance. Another thing I also wanted point out is that in my experience I found the drones would sometimes not pick up whatever is in the storage unit, which was a bit frustrating as drones seem to be the main way to transfer any blue coins to any land pieces with ore c. Either way though this is very impressive as a submission, and it's clear to see that a lot of work was put into it. Great Job!
I liked the game overall, played up to day 22 and had around 45 workers. The special events are a cool feature and I like the direction of where the upgrades lead to! I somewhat feel like the gameplay was a bit tedious, as the amount of clicking required never needed to go away (from my playthrough at least). I think there would be great improvement to gameplay if the amount of clicking lessened, maybe through upgrades like a way to expand how many workers get affected through the "teamwork" upgrade. Good game though, I found myself really wanting to get the entire coin mined out in a day, even if it seems impossible to do as of now.
Ayy another merge game, and yours actually has strategy in it lol
This game was pretty fun to play through, I liked trying to strategize what to merge in time so that enemies/druggies didn't affect me. I was a bit confused by the effects of some of the upgrades like "Pushy Selling" or "Lawyer Up" as I wasn't sure what changed as I purchased their upgrade. I'm also not sure if this was intended/correlated but I put the sliders for demand all the way down and throughout the game I was not really getting affected by the druggies as they would just make my material supply go negative. In any case it at least allowed me to merge moar until I got to the win screen so there was at least that lol. Either way I had fun, Great Job!
This is actually a very fun game to play, I got to around 5 crew members on my initial run and really enjoyed the ship building mechanics and game loop. The idea of seeing the crew in the ship work while its in combat is a very cool concept and well executed here.
I think one thing that would help out the game greatly is the help of a sort of tutorial or guide (either written on the game page or eventually built into the game). While starting up the game for the first time it's a bit confusing as to what the player should do and it took me a bit to realize what everything meant. Regardless the game is very fun to play and its clear that the programmed systems (ship building, crew AI, etc.) are very well made.
Thanks for the warning about the volume lol,
The core gameplay mechanics of the game are there and it's definitely challenging to juggle all 3 coins which is nice. If there was a high score system i think it'd add a lot to the game since it'd give the player a measure of success (if that's possible in the engine you used ofc, don't know what its capabilities are myself). Overall good job though! The game definitely has me micromanaging between 3 coins and the artstyle is charming.
Amazing game, the gameplay is great and losing the first time (via gun) scared the crap out of me lmao.
The coworkers are a really good mechanic that's genuinely distracting from what you have to work on, especially since you have to pay attention to what they're saying in order to decide what to answer them with (since some answers make him go away faster it seems). Great voice actor btw (assuming so since there's that one seemingly custom voiceline about the cursed coin). A few things I'd want to mention as constructive criticism is that the connect task has some squares cover over the numbers if you're unlucky, making it kind of hard to click the next tile since the number you need to find can get obstructed by another tile. The maze game is also a bit frustrating to play, since the player sort of sticks to the walls and doesn't slide against them (though this does add to the task difficulty a bit so idk maybe it's just part of the experience lol). I also don't know if this is just me playing the game wrong but I kind of found no reason to use the cameras during any of my runs, making me sort of wonder why it's a feature in the game. Still, the game is honestly great and I think if it were expanded I could see a difficulty-related community (like fnaf max-mode or speedrunners) playing it. Great Job!
Lol, I liked the game!
Fun idea and I liked going back to see the different "endings"(losing sanity, getting fired, or beating the game). The gameplay kind of reminded me of fnaf (battery/sanity management, something scary looming over you, etc.) and I like how the idea is unique enough to have potential to be creatively expanded upon if you wanted to. I would have loved to see a version that would provide longer gameplay. Overall, great j*b!
I like the overall game! The gameplay is fun and it kept me hooked enough to figure out a resource management strategy to get a win. One thing I'd say is that the Anvil produces too many swords for what you end up needing, since 1 sword is all that's needed for making 1 soldier. I suppose the overproduction of swords could lead to potential for more variants of soldiers over time, which could be a cool addition if you were to make updates to the game. I also wanna point out that the sound of the anvil is also pretty loud to me, even with the volume set lower. Still had fun with the game either way though, great job!
Hi there!
Thanks for trying the game and the kind words, the inventory should be to the right of the Plinko area when the game starts up. I'm not sure why it isn't showing like in your screenshot but it may be a browser or device issue. You could try switching browsers or devices to see if that helps.
Thank you for the feedback! I agree it is not completed to the level I want it to be, one of the features I missed out on creating before the submission due date was making an auto-drop upgrade depending on how much of a type of coin was dropped so it turns into an actual incremental-type of game.
Regardless, thank you for playing!




