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Nalid01

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A member registered Aug 26, 2022 · View creator page →

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I don't know how long the game jam was but as a proof of concept this hits some nice spots! really nice pacing on some of the horror elements and the sound design is great!

 
I don't understand the use of jumping or sprinting, G is also a strange button to click and having 3 different buttons for interact/throw/pick-up feels redundant. 

I loved the story and how you're constantly questioning who is speaking - although it was linear and nothing happens if you just wait the antagonist out. Can I kill the mom sooner? do I get a different ending if I don't follow any of the BBEG's instructions?

absolutely addictive... numbers go brrrrr.... and cheesing the game to get higher score is so satisfying, especially when youre sitting there for a full minute watching each cookie be counter multiple times cause they're re-triggering eachother. managed to get a score of over 5 mil in one round, then stopped playing. really great job

If you ever need an illustrator to draw some cookie cards for you, hmu <3

this is a most thorough analysis that accurately recognizes our design decisions, I wouldn't have expected a single person to acknowledge so many but I'm glad they're clearly doing their job. and yes, you're so right, we struggled balancing tasks early to late game, but who doesnt want to feel like a cake shop owner after investing all their crumbs for 3 rounds :D glad you had fun <3 and thanks for the kind words

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Holy polish! I got all but card #79 T-T with over 100k and a collection worth of around 70k, I must say, this has a lot of potential as a mobile game with ads and transactions. 

some of my observations:

  • the pack opening takes forever and lags (maybe a browser issue)
  • streaming scaled with followers and becomes your only reliable source of income
  • grading consistently got 8-10 never lower
  • I got stuck just opening packs infinitely (gameloop-wise)
  • minimal visual difference between card rarities (both on the card and when opening)

some bugs I found:

  • pack opens twice if streaming ends when you're opening
  • sometimes you can sell a card multiple times more than its specified duplicates if it has more than x3 duplicates.
  • the game didn't give me card #79 :((((((
  • many issues with the "scam" screen 
    • some cards disappear when dragging.
    • can't drag into slots

I stuck an hr into this so it shows how good it is (love all the cute art and names), although I wish it had a little more in line with the risk aspect. truly well done!

Those are some interesting thoughts, we definitely tried our best to balance towers to feel impactful both in early and late game, although this of-course becomes a problem when trying to cater to different types of players. We love that the tasks were received so well as we spent some time making sure they added to - instead of taking away from gameplay. 

and yes, we went through a lot of iterations on the map design, eventually opting for the one you played. In hindsight, adding a way to increase damage for a tower might have allowed us to focus players into using less towers, while also increasing the risk of the "freeze a tower" task variants, but alas. 

We will of course take this into account with future updates so we appeal to as many as possible. If you have any things you felt were missing in the game we'd be happy to hear them, maybe new tasks you wanna see?

We will be looking into developing it a little more, especially when the traction has all been positive, maybe mobile is the way to go. We aimed to make the tasks create unique runs and therefore dynamic gameplay, only wish we could've added more - do you have any suggestions?

Thanks for your kind words, we love our sound designer and voice actor for that! :D they both did an amazing job. and yes, we worked hard on making sure the tasks aligned with the game to make each run a little different, although we would've loved to add more :(

I love that you use "crumbles" gonna have to steal that for the lore, its much more creative than crumbs or biscoin...

You are so right. Balancing proved challenging for the entire team and we found ourselves stuck on trying to make it feel good both in early and late game. We tried not explaining everything explicitly so as to appeal to those who enjoyed a little exploration - such as the screen blinking red when you buy/lose HP, or how all TD games have upgrades on their towers and ofc the little cracked indication on ants showing they'd been damaged.

thanks for the astute observations

I think it's hard to match this theme without being addictive, but in that regard we're glad we succeeded. Look forward to more addictive gameplay ;)

We are so happy to hear you enjoyed it so much! And glad our mechanic was fun 😊 And ofc we would've wanted to add so much more, but game jam limitations prevented us from doing so...

But we have assets for a few more additions and our team really enjoyed working on this so look forward to seeing more in the future :D

Thanks for your feedback! We will look into the money not displaying correctly and try and create more levels for you.

Also; you're completely right! As two artists we focused more on getting assets out than trying to coordinate styles, which in hindsight, we should have. We will look into making sure anything new that's produced has a cohesive style, and refining the old ones.

I dont know the premise of how loop is included, or how I can interact with my past selves, but the mechanic is cool and the artstyle is cute. gives me PEAK vibes with its toon shader. wish the game was longer! well done

we have seen similar ideas in other games yes, so thanks for the kind words. we did aim for a jump king type feel with the movement but many of our tester have had the same input so we are looking to change this.

we did think this might be an issue, but thought it would be OK due to being able to record and safely scout ahead, adding a bit of tension now and again. but you're completely right, we will look into making this a little more obvious. 

first jam for me, so its a learning experience, but youre completely right! next time it will be muuuuuch easier. thanks for the input <3

That is such a shame, we tried our best to make it possible to play in as many ways as we could. If you're still interested in playing, I can see what I can do to send you a build privately

I got stuck after snooping in on the CEO for the passcode, I did the sewage line, vents, janitor and then the inspection line I could just keep scheduling an appointment to no end so im a little sad I didnt get to see the ending. Admittedly at first I thought you should have some sort of outline on things to show what was interactable, but I actually really enjoyed running around to find things. the fact that the npc's werent just there for show really helped too. awesome game that a lot of work was clearly put into. great job!

neat little game, although the synced balls sometimes werent actually and some finished while others didnt, loved the puzzle aspect of the game and the fact i could match the beat to "walk" straight

the artwork is lovely and its a unique interpretation of "loop", I just wish there was more to play, i reached max level on all the uupgrades on the second day and nothing changed with gameplay. if the goal was to make it more like balatro then some random upgrades or cascading numbers could work great with the multiply mechanic. 

eg: increase the multiplier score by 1.25 for every card in the chain instead of thhe normal 1

or: your 2 diamond cards score more if there are no 5 diamond cards in the chain

or: add a gold card to your deck, every gold card in the sequence multiplies the score.

you want to play with your existing mechanic and encourage players to experiment with things that make the game different to play, look at GMTK's wordplay for example. challenge me to use my skill to score more but at a higher risk of losing more. he doesnt do it, but balatro really likes scaling those numbers and making their players feel like they've broken the game. I feel like you really have something here, just have to dive into it. you got this! looking forward to seeing where this goes.

This is an adorable game with a lovely artstyle and narrative direction, i liked the puzzles until I had to start using the buggy reverser, also a little hint when I went into the temple without it wouldve been great. looking forward to seeing where this will go

third screen, is that the big jump after the cave you're referring to? or a little earlier? 

I can attest to the puzzle design being a bit hard, as I personally enjoy a good challenge, but I think combining that with the difficulty of platforming made it a little poorly executed.

happy to see you took the steps to play the game, sorry to hear the experience didnt live up to your expectations. Yes, the onboarding could be improved, but we had to sacrifice in some areas to focus on others. and there is actually a sound track, it just gets introduced a little later in the game, after the tutorial. 

tysm for the feedback, we are constantly looking to improve the game, so it really helps. the physics of the clone and jump are def things we are looking into, so stay tuned for future updates when they're improved.

fun little game with a nice side quest to complete while platforming, makes each level interesting cause you have to decide which one suits which goal. although I only got to stage 4 cause a coin never spawned... also it wasnt very clear that I had to complete the goals at first, I thought they were optional. nice game, 10/10 would play again if coin spawned.

P.S. thanks for the kind words on my game <3

absolutely thrilled to hear it! :D it was the core feature of our game afterall :D how far did you manage to make it

we are looking into changing the feel of the character, we did go through many iterations to get it to match the style of game we were going for, so it's good to get feedback on the current iteration. we especially appreciate the depth you went into, it really helps us understand our players to make a better game for them.

We had much debate on what type of feel we wanted the game to have, and this is what we ended up with. I appreciate you going into depth on your reasoning, it helps us understand our players and make a better game for them. We will def be looking more into this to fine tune it to what feels best. 

Thanks so much for taking the time to write it down, your feedback is super valuable. We're looking forward to hearing about further improvements you have once the changes have been made and you've had the chance to play a little more <3

thanks kamile! we worked hard on rewarding more skilled players so I'm glad to see you got to experience some of that :D

I love devs who give their players insight into their thought process. def getting a follow from me, im looking forward to seeing what youll make in the future. and... give me an insta, i need to see more of that art style

absolutely adore the art style, the textures and painted look OMG. really got a chants of sennar feel from it but was disappointed when there was no deciphering or puzzle, it did feel like a visual novel, but a good one at that. I love how the start makes sense narratively after youve finished the game. only wish I didnt have to click on the telescope each time.

love the looping mechanic, end level was hard until I figured out you can just hold w the whole time. cute artstyle! keep it up <3

Love the post processing effects you have going on, we also have a bunch of post processing in our game. 

Really struggled with the gameplay, these type of "coding" games have always been difficult for me.

cute little story, wish there were more interactions to be had with other characters since they all looked like they had so much personality. really lovely art and music btw

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Butt it glows and jiggles :P 

Super in depth analysis, I respect it and appreciate your phrasing. 

We are thrilled to see you enjoyed it so much. and yes, we struggled a lot with the effect rigid bodies had on movement :(

The character design definitely paid homage to hollow knight, while the level design, movement, environment and mechanic came from Jump King, Ori and the sandevistan from cyberpunk, respectively.

P.S. if you do get round to playing it again, we would love your feedback on any more potential improvements <3

Braid was another of our inspirations, I'm glad you picked up on it! We did spend a lot of time on the flare and juice of the game, so we appreciate the positive feedback.

Happy to see you stuck around long enough to figure it out, and that you enjoyed doing so. Any feedback regarding the onboarding/teaching of that mechanic would be appreciated, as we went through many iterations trying to make it self explanatory without using words.

I get giddy everytime someone mentions my level design. although the team wanted the player to rage quit after a while, the puzzle design was def something I enjoyed doing, thanks for noticing it <3

Hollow knight was definitely an inspiration, so we are glad to have instilled the best feelings from it in you.

So glad to see you stuck around to figure it out!