It was pretty easy to max your workers and then just click on every object once to remove it... And then the ending felt kind of depressing, just an empty island :/
NitoDoodles
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Gotta agree with the others, great idea and atmosphere but really tough. The thing on the shelf (gun?) wasn't really visible on my screen so I didn't know what I picked up. Then I just couldn't find the last drink... I thought I was cooking when I realised I could use the room transitions to get behind the desk to collect the mug because maybe he wants some coffee, but unfortunately that wasn't it
reaching 99, let's hope you do as well as that in your first run of real life
Lol thanks, you too!
Putting everything in play definitely doesn't give you many years, hope you the rockstar milestone for that though.
I was just joking about how you can't possibly live that long without eating or sleeping irl, but integrating that into the gameplay might be too punishing?
Wow we need to sleep a lot. Does exercising and care actually make you live longer?
Great idea and execution, very thought provoking. I think it's even more impactful than the youtube video because you can actually decide what to do with your time
In my first run I had a balanced life and died happily age 99 so naturally I decided to see what would happen when you don't watch our for the values at the bottom. This way it's less thought provoking and more comedic... so turns out if all you do is play games you can live your dream until 28
Nice idea and very well executed!
Even with being able to turn the camera and seeing the bottom move it was hard to wrap your head around the state of your cube and figure out the solution. I ended up using trial and error pretty often instead of thinking it through, especially since the carved in hints were so direct. I'm not sure if this would solve it, but maybe the dots on the floor could show the values of your cube if you moved there? That way you could at least know if moving in a straight line will be possible or if you'll get stuck. And being able to move the camera to see ahead in the bigger levels would probably also help.
I liked it, felt very experimental!
The first level with the field was kind of relaxing, but I wasn't sure what I did to win/continue
The astronaut level was my favorite but also pretty tough, making one small mistake could ruin the whole attempt. It also wasnt clear what to touch to "win" in the last room. First I tried the "door", then the circle in the middle of the room, but turns out it was the green box on the side
The others were pretty straight forward and had some nice atmosphere
The western gun fight was also memorable. But it took me quite a while to figure out what to do. I thought I had to get the timing just right before they shoot but apparently I always waited too long
Also did not expect that ending!
You just unlocked a core memory in me. Hear me out. This reminds me of an obscure game I played as a kid at my local super market on some kind of childrens touch terminal... You had to shoot out eggs out of a chicken's butt across plates into a pan.
Anyways, I enjoyed it more than expected. Some of the levels were actually pretty hard and I even tried to optimize some of them for speedrunning.
I'm not sure the countdown implementation is great though. What makes restarting after the time run out different than restarting when dying? I actually think it should reset every death and have some more longer levels, because currently it is very frustrating if you try a level multiple times and then finally get pretty far only to realize you started with way too little time.
Also I think the arrow pointing at the pan when it is offscreen should be better aligned to its actual position.
Wow, now I'm hungry. And addicted.
I think this is my favorite so far, great idea and well executed. I got really hooked and would love a leaderboard to compare my scores. For a full game I could see this as a roguelike with different cuisine styles to build.
Not much bad to say except that imo the UI feels a bit bland compared to the awesome art.
Cool idea and great level design!
I can imagine so many more mechanics and can definitely see this as a good full mobile game
About your records though... It's a bit hard to tell if I beat your record, because it shows how many clicks you needed, but while playing I can only see my remaining clicks and not the total. Maybe just add my score and your best to the level complete screen?
Cool idea, great visuals and atmosphere!
The movement feels a bit stiff though. And if the idea is that you get weaker, shouldn't the enemies also get weaker so the difficulty stays the same? Or maybe they get slightly less weak so it gets a bit harder? In general it felt too easy because if you keep lifesteal and armor you can just stand still and spam attack (although I did not finish the game because I wasn't sure how many levels there were, maybe this could count down?). So maybe the upgrades should be less good than the downgrades?
I played the new version a bit and youre right its way harder, dont think I have the patience to beat my score for now... spawning queens early is pretty hard but I guess they give more points so its kinda fair? it does feel a bit punishing when often times you have barely any possible moves, but I think its a good direction to have less pieces but more threatening ones
I also noticed that the black pieces are kind of hard to see on the black tiles when you peek, maybe they can have a white outline?
another thing I notices is that you sometimes get some extra moves and I wasnt sure why and how many, for example after using a potion?
also I think there is a bug where pawns can capture backwards?
highscore on improved version: 177
very interesting idea, reminds me a bit of shotgun king!
I wouldnt say Im terrible at chess but it was still pretty hard at first because I kept forgetting that pawns can go in both directions, so maybe you could make their indicator a bit bigger? then I struggled a lot with the spawn rates, for example when like 6 bishops spawn all protecting eachother so you have nowhere to go... but then at some points it almost felt too easy, because pieces only spawn on white and when there are only pawns that cant move there is no immediate danger... I even managed to create an exploit where you can force the AI to repeat the same move endlessly and not spawn any new pieces, so instead of resulting in a draw you can just cheese infinite points (see screenshot)

but overall it was very fun and I loved getting into small manageable puzzle situations! I also think I played this longer than any other game!
legit highscore: 330










