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justine

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A member registered Mar 19, 2021 · View creator page →

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Super fun!!! I have a soft spot for repetitive 2D games, reminds me of the dozens of flash games I used to play back in the day <3

I think it would be helpful if there was a visual indication of your "punch charge", it took me a bit to calibrate in my head when the sweet spot is, but once I got it down beating the enemies was a breeze. It would also be fun if there was some sort of tally or score of how many drunk men I beat up lol. I'd also say that the maps are kind of unnecessarily large, and it was confusing at times to know where to go or when I cleared a stage and the path to the next area opens up. The walls and the floors also hard to differentiate in certain areas.

Otherwise, I think the game feel and the visuals are on point. I agree with everyone else that the visual style is unique, and it's very clear design that all the interactable/punchable objects have the white outline. The drunk walking animation is nice and lazy, and the slow acceleration when walking is just the right amount. The sound design and the music are also super hype, I love the "fight! fight! fight! fight!"

I already see a lot of potential for expansion, such as if the main character became increasingly drunk each stage and more difficult to control, or if you wanted to go in a direction of a roguelite where you get certain buffs or debuffs between stages. Or whatever you can do to lean more into the drunkenness aspect would be super fun. Great job guys! 

super creative mechanic around spinning the lazy susan, its like a rotating arsenal of weapons that both you and the boss have access to. i like how it ties in a bit of culture/customs such as if a plate stops in front of you, you are obliged to eat it, even if it's bad. 

i think for me the main thing that's unclear is the energy meter - while playing i could see it go up and down, and i could tell that some actions i want to do like spin the lazy susan or chuck plates can't be done, my best guess is that it's related to having too low energy but it's not explicit. i think it would be useful if you made it more clear how much energy gets used/is required to do a certain action, or how it replenishes. 

also if you play pretty equally in skill level to the boss and both of you are constantly regen-ing health, then i find that the level can just go on forever, which is a bit mentally draining since everything is constantly moving and really fast. you might want to consider incorporating some sort of break or forced end (for example, the level is timed, since irl you can only sit at a restaurant for a certain duration before you have to leave). 

otherwise suuuuper solid and fun lil game! post processing is hot and lots of room for expansion and detailing in the game art. good job guys!

trippy !!!!

this is gonna be awesome!! can't wait to try it

mmm low poly chair