Oh sorry! I forgot to disable a default setting. It should be available now. Thanks for letting me know!
Noah Wesley
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Recent community posts
Thank you! I’m glad you enjoyed it. Yeah, I forgot to adjust the hitboxes after redoing the sprites. That’s on me. I plan on adding a larger arena mode by May if I can keep up with development. I’ll be focusing on adding a couple more enemies, some power-ups, and reworking my systems to allow for better expansion. I appreciate the feedback!
Hey! I remember playing this during the Brainless jam! Glad to see you're still working on it! I'm, not sure if you've simplified the controls or not (I can't remember what they were before) but I had a much easier time playing through the game. I did encounter a few enemies that wanted to face away from me, but other than that I had no issues during my playthrough.
So, I like the premise, but the execution leaves a lot to be desired. The movement feels static and small, and the imagery feels flat. I also had problems where I got stuck trying to give the hero coffee and couldn't progress. I would recommend spending the next update making the game FEEL good. Things like the fireball moving faster, since it currently moves at approximately the same speed as the player, or adding some slight acceleration and deceleration to the character movement to make it feel less rigid. Maybe making the game a little less linear would help as well. Making it more of an isometric style instead of 2d platformer would allow you to create some deviation for the player character to go. This could allow the player to go to other coffee shops scattered throughout the map and would enable the enemies to come from more directions rather than just the sides. It could create a more dynamic environment. I know it would be a lot of work to change the style, but it would be better to do early rather than later. I think that the idea of a game where you have to help a rather incompetent hero get to his destination could be rather funny and enjoyable.
Bro, you just awakened a core memory of mine. That sounds so much like the 2002 The Clone Wars video game. There was a game mode where you had to capture outposts which would produce units that you could command. Each team had to try and destroy the other team's command center. I used to have a blast roaming around in that game. It would be awesome to see you reach that goal!
Thanks for playing and I'm glad you enjoyed it! I think I made it a bit too hard, but it's been cool to look at my highscore submission data and see that quite a few people have made a number of runs trying to get a higher score. It's very encouraging for me as a new developer. If you ever have any suggestions I am all ears! I plan to continue it's development for at least a couple more months.
Oh yeah, I'll be honest I kinda thought no one else would figure out that you could shoot through the wall. lol. I finally know how to fix that, so that won't be a bug in the next update. I think it's funny that you use the same tactic I do for the shielded enemies. I plan to make a version of gameplay in a much larger map and see how that feels. Having obstacles that can bounce your shots in a larger map could still be interesting. Otherwise I can totally keep it to smaller maps and just make variations. It's cool to see the comments people make on the game and see different perspectives. Thanks for playing and giving good feedback!
Thanks for playing and providing me with some feedback! Yeah, with scaling up I should have increased the fire rate. I'll change that in the next update. I appreciate you saying something about the hitboxes. I actually didn't realize that when I changed some of the sprites, I never went back to adjust the hitboxes. Rookie mistake I know, but I am a rookie after all. Thanks again for your insight!
Thanks for playing and providing some feedback! With what you and others have said I'll be removing the auto fire in the next update. It's no longer necessary for the game to be challenging. I'd like to invest some more time into making the game a bit larger scale, so I'll definitely add some more of those things you suggested in future updates.
There's something weird where if you fall from a platform without jumping, you fall really fast. I would recommend adding a few more assets to the game and keeping it to a single level while you work on trying to adjust the feel of the game. When it's this early in the development stage, your primary focus should be on making the game FEEL good. It should be responsive, intuitive, and satisfying. A few things that could help your game to feel better as far as player controls go are to decrease the amount of time it takes for the player to reach the ground after jumping, but leave some hang time, or adding a slight acceleration and deceleration to the horizontal movement. These things help keep the movement from feeling static. I take it based on you not having any other games on your profile that this is your first attempt at game creation at all. Stick with it! Once you get the feel down it becomes very rewarding to make a game. I hope to see you continue to work on your game development skills!
So, I had no Idea that the pink line was my fishing rod, and the delay in it activating meant I had no idea that I had actually pulled it out. I figured it out because I happened to have it out long enough for a fish to bite, so I eventually began to fish. My biggest suggestions for this would be to focus on features that would enhance the UX of your game, primarily visual feedback. A line coming down from the fishing rod, and/or an animation showing that a line had been cast. Even small things like having the water move back and forth to show movement will help the game feel more alive. Currently it feels very static. Aside from using visual or audio cues to communicate what's happening, another note I have is about the fishing mechanic itself. it feels very slow and unresponsive, and since this is the main mechanic at the moment, enhancing the feel will go a long way. Maybe making it move faster and have a very slight acceleration and deceleration would help.
I'd say this was pretty intuitive. I quickly understood what each section was and how to use them to narrow my search. This is already a very polished little guessing game and I quite enjoyed myself. I can't say there's anything I'd like to see besides maybe a mode that isn't locked to the daily challenge. If you fail, there's not really a way to play more until the next game. Obviously for a game of that style that works perfectly fine, but I actually wanted to keep playing!
Generally I enjoyed my experience. I found that I had to sort of learn by doing. a small tutorial would benefit the larger game, but I think that can be added later in development. Overall I like the idea and I think you're on the right track. There are a few things I'd recommend adding. Firstly, the enemy hives aren't clearly hives that spawn nor was it evident to me that they could be destroyed. I thought they were rocks until I accidentally hit one with a laser. Making them more distinctly different than the terrain would go a long way. Additionally, they could stand to be just a bit taller (or at least their hitboxes should be. I found myself shooting over them more often than I'd like. I think it would be cool if you could take a couple bots with you like a squad. Either to deal maximum damage or to have guards for your mining bots. Enemies got really easy once I knew I could destroy the hives. Maybe having a guard enemy that protects the hives and shoots from a distance could increase the difficulty a bit. I also found myself having trouble getting the miners to work the mineral node I wanted to and had to adjust them every time, so fixing that would help.
I actually liked this! The game feels pretty good overall and I very much enjoyed the mechanics of the afterburner. Honestly, I liked that enough I could see it being used for a racing game. I'm not really sure what the point of the "shop" was since it didn't cost anything. I'd probably suggest adding some generated foliage or something on the ground. It felt a bit empty. I noticed that the afterburner doesn't seem to boost speed if you're in the zoomed out view. It took me a minute to find the last couple enemies, but the zoomed out view and enemy indicators were very helpful. I felt like the enemy projectiles were a bit too easy to dodge. Maybe adding some enemies with varied attack patterns could work. For example, an enemy that shoots a shotgun burst, or one that fires bullets in a sinewave-like spread. I do also agree with Humane Tiger that the UI would be a good focus for your next update. You could stylize it to look like a pilot's head's up display or something like that. I look forward to seeing how you continue to develop this title
Good start. I'm a sucker for this type of game. What I have to say is primarily about gameplay, so sorry if I don't answer your questions.
Firstly, I noticed both the enemies and my weapons seemed to make contact without actually touching. There were definitely a few times where a hit was registered when there was still space between.
Secondly, the difficulty curve is a bit steep. In the first level I ended at a point where I didn't even have to move, but the next level I died without killing more than 5 enemies. So maybe a bit of a slighter change would help.
Third, I was able to buy every upgrade after the first level. Maybe the price should go up with each purchase.
Fourth, Junji's starting weapon is a bit hard for a starter. I might suggest changing it.
Like I said, I'm a sucker for this type of game, so I hope to see it get developed more. For weapon suggestions maybe a poison dart, a bamboo spike trap, or a boomerang type weapon could be good
I'll third what SergeantArcade said. Definitely an increased curser click size would be a big step in the right direction. I've seen a few idle clicker games use a small radius that can be increased. It could be a whole new upgrade stat. Personally; I'd really like to see audio be prioritized for the next update you do. Without any sound it's hard to immerse yourself. Idle clickers are a game where you can really lose track of time because you're so focused on the game that you just don't realize how long it's been. Without sound, I did not get immersed that way. I do think that as the game progresses the manual clicking is going to end up completely irrelevant no matter what you do, but you might be able to extend its usefulness by making the automated upgrades require a little more work before you can be rewarded with them. Or possibly making the bonus multiplier add to the passive income (it might already but by the time I bought my first couple I was already constantly losing crumbs)
One thing I noticed was that I'd lose my bonus multiplier without a chance to save it when the spawner was at an edge of the screen. It might shoot the crumb off the screen almost immediately, so I'd have no time to save it. Perhaps it could have a boundary a little bit away from the screen edge to make it a bit more forgiving
I'd also like to let you know that I had several moments where the upgrades I tried to purchase took two clicks to activate. Not entirely sure what's happening there.
Much like SergeantArcade, I had a hard time getting the box to kick. I often found that my kicks barely moved the package or did nothing at all, and sometimes when trying to get closer to get a better kick, I ended up on top of the package. For the first level I managed to beat it only because I managed to slide it across the floor instead of kicking. If kicking became more forgiving to the player, I would be willing to give this another go. This is a concept I actually think would be a lot of fun especially as the project progresses. I'm not personally a fan of the end of level audio, but I get that's the style you're going for. I'd like to see some audio feedback for the UI. Hearing is often just as important to UX as visual responses.
There was one time I got the box to right in front of the correct door but it wouldn't credit me as completing the level and I failed, but that felt like a glitch. It was at door 8 on level 1.
I think I'd say this is a solid basis for a game. What's here feels very polished. I found myself getting bored fairly quickly, and perhaps it's because cozy style games aren't really my thing, but I'd like to see something that gives me a sense of progression. Maybe the ability to purchase a dog to help heard the sheep, or upgrade my axe chopping speed, or reduce the effects of the blizzard on my character. I'm not sure if that's the direction you'd want to go with a game like this, but it's food for thought. I'm a guy who likes the "numbers go up" games so feeling like I'm not going to be stuck in the same loop for too long without a little reward is important to me as a player.
That's not a bad idea. Granted I don't expect anyone to really notice, but there's definitely a point to making it a hard challenge based arcade game geared toward the more competitive. I'm not the most competitive gamer, so it might be hard for me to accomplish in a way that respects the genre, but it's worth a shot
Thanks for the feedback! I admittedly have begun to second guess they auto fire feature myself and may remove it in a future update. I used it to create some more chaos and force the ricochet feature to be more prominent (it was the jam theme), but with the addition of the shield enemies I'm not sure that's necessary. I plan on adding a gameplay type that has a larger map with more room. In that I plan to have an upgrade system, additional weapons (mines or bombs, rockets, etc.) and obstacles. I think the rewards periodically could be a good feature for the arcade game too. Maybe a lottery style drop every 15 seconds or based on the number of enemies killed. I might at some point swap from time to a point system. I'll look into the hitboxes too and play around with that. I don't remember feeling like they were too large, but that could also be from having played the game so many times during development I could have tunnel vision. I very much appreciate all the feedback!
Heyo! I know it's been a while since the jam, but I just uploaded a new update for the game where I spent some time polishing it. I'm trying to get the opinions of people who played the jam version so I can continue to learn. I'd appreciate any thoughts you'd have if you get the time to play. I haven't removed the red circle, but I have an idea for a replacement down the road.
I seem to agree on Bengar on a lot of these. The menu/boss scene looks great! The rest of it looks more haphazardly thrown together due to time constraints. Although to be fair I probably couldn't do the boss scene over the whole 3 hours. It was definitely a challenge and I played it a few times trying to beat that first large level. Unfortunately because there's not movement for the character it feels a bit rigid. Maybe just a bit of movement to let the player adjust the angles just a bit would be nice.



