The timings are pretty good I think for the ones that give points its just the mults that seem to trigger a half or quarter beat off, which is to say your friend is justified :p But yes it's quite fun nonetheless, got like 4:35 or so with trying to focus even more on just going for the beat hits.
Orangechrisy
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The cuckoo clock seems to need to have a click happen basically just after the beat to trigger it seems, if I stay on the beat then two misses pop up each time. Though despite that, I just did a run and got 5 seconds faster than my previous best despite having very few clocks, not tapping a lot of the time, and getting to around 500 points max at any point, think just from hitting on the beat of the base clocks a lot. You did a real nice job of making a game that's a lot more interesting than it seems at first glance
Thanks for playing! The character portraits were actually one of the first things we had done cause one of us (Lasqueto) is a real good artist and can churn things out (think most of them were done over an hour or two), but was only around for a bit at the start so was all she could do. The rest of the art was a lot slower to get done. Also glad you liked the dialogue NopeCopter spent way too long writing like 13k words for it, because he is insane and does not know how to do things in half measures. Tutorial definitely needed to be better but we popped it in last minute.
I thought just whenever the click happened on the beat it would get whatever bonus is related to it, spamming space/mouse I'd get like a +1 and +20 at the same time basically sometimes, while just trying to tap on the beat would get me the same thing except without any extra points in between. What's the trick to doing it better?
Could not get the hang of the Horn Clock at all, did find that just spamming both mouse and space seemed way better at getting points than trying to time it to the beat, but maybe I was just doing it badly cause I couldn't get enough to get the grandfather clock by the time the game was already over. 5:39!
Agreed with the others, very too easy cause barely into it you can pretty easily get enough attack to one tap everyone but no one attacks you anyways, and later on I realized that when the border is completely full new objects auto merge into existing items and I didn't have to do much. Also got to the end! Or at least I think it's the end since the enemies stopped spawning but the timer kept ticking down and I'd get drops when it ended. Also was confused by a lack of any sound at all but after I finished and reloaded the music was there, damn, I blame web builds being fucky. Anyways art is fantastic
Thanks! We didn't have time to do playtesting and refinement of things, one of us later in the day after doing some actual playtesting to find any further errors said "anyways the game is actually pretty fun" which is really something that we should've been able to hear before the jam ended rather than after. So it having the ability to hook you in despite it's flaws is so wonderful to see!
Woo got through all 9 days first try, got like 5.2k or 5.9k I didn't write it down. The tile placing with the number of days left being a multiplier is a real neat mechanic, and the art style was very nice. Though could've used a bit more consistent sound beyond the train on the tracks, and noticed that there were times when a tile had say a 2 while on a multiplier, I move it off, and it drops to 0 which is a bit confusing.
Heart racing from this I really enjoyed it, figuring out each puzzle in it and what a good path might be was tricky. I assume Mr_Cook's path below was more reliable at getting the time bonuses but my own path let me hit quite a lot of stuff as I sped by. Down, up-right, left, down, right, left and up a bit, right and up, down left, right, up, diffuse. Great work!
Wew this gets frantic quick, real fun! Glad that first comment here mentioned having to hold down space cause I also thought that was bugged til I read it. Will note that the control screen lets you click which turns that input into left mouse button, and you gotta go into the html to like get the source game because it saves the input change (and you can't change it back cause hovering over it and pressing any other button doesn't change it, it only changes when clicked) even though I tried clearing my cache/cookies, can confirm playing with moving right determined by lmb to be a terrible experience lol.
The art is really wonderful, especially the little character boxes when talking. However...
To let you know, the debug is still on. Some of the interactable things also didn't seem to work? Like I could only go from the bedroom (can sleep or the rocket launch minigame), to the main hall (walk down a lot of stairs but then after that you spawn in the spot where things actually are which is nice), the count's room (can say there's a fireplace and the count can say he doesn't want to do anything), and back, the stairs down further didn't work when clicked on. Also the settings, credits, and quit buttons on the main menu didn't work? It's a shame things didn't seem to really work cause I really wanted to meet that dragon.
Himejoshis rise up! Though you have cursed us by forcing us to have such limited time with the shopkeeper to read the dialogue she says. Interesting game but there were a lot of bugs that made it hard to play, think it could be a more fun experience if those got ironed out. Often when I took damage my hp wouldn't go down and would even stay between runs (such as I somehow got -2 hp at one point and the run which started right after kept me at -2 hp and seemingly none of the damage I took seemed to change it). Also needing to click to shoot means you have too just spam it to have a good rate of fire. There's also an annoying issue of runs being able to die at or before the second time you can visit the shop if you get no upgrades offered for less than the $10 you make in the first wave, so you make $10, be forced to go to spend like 5-6 seconds there due to transitions and the initiate fight button not being response for a small bit, and then get into the next fight to try and get through it before time runs out. Also you can't go back to the main menu ever, to pause you have to alt-f4.
Pretty neat game, the fact that it's only a one-shot and that it records global stats is real cool. Though given I know of the actual event and Stanislav Petrov's decision made me mostly spend the time trying to figure out if it was staying true to irl or if it was a twist to trick those who assume it was staying true to irl :p
I did try to make clear in the description that there is an end to the game, on the hope that people who got stuck would keep in the back of their mind "I may be stuck but there is a path forward, somewhere", though that's pretty easy to miss. Also yes my friend is insane it took him like 3 hours to play through it, with a bit of help from me to point in the right direction after a while, mostly because I could not bear for him to voice the same lines so many times.
Yooo, very cool to see! It's always interesting seeing how others experience the game who aren't me, like I had watched one of my friends play it on a stream who fully voice acted it like the insane person he is and it was great. But yeah especially neat seeing you go through the first week or two before you can actually do anything different slowly taking its toll on you, so real glad you pushed through that since I'm always fearing people won't get through that bit with how repetitive it is. And real glad you managed to get all the way to the end! I know it takes a while and is well, a game that both is and is about being trapped in a seemingly endless cycle of attrition to just exist.
Though yeah the audio is real quiet, I didn't really have enough time in the jam to get that to be better, there's definitely a few things to improve on (such as the little blips I added after the jam to indicate options that are required to get to the end, though there's definitely more I could've done for that to make it easier to understand what's needed). Also heh at finding out tab is to skip text at the end, I intentionally hid the default options bar Ren'Py has to make it harder to realize that it's even an option. And for the orange on the main menu, honestly it's cause some of styling options were inspired by In The Grace Of Our Malice (by some of the Va-11 Hall-A people), and they had a funky wave thing taking up space there and I was out of time and needed something to fill up space as well so decided to quickly model an orange slice cause well, it's in the name as you guessed.
>-< I'm so glad it resonated with you so much, I channeled a lot of my own feelings and those of my friends who struggle with hopelessness and dysfunction and the like into it, but I'm more glad that you say "spent" rather than "spends". It will be okay some day and you've already taken that first step it seems.
Also I tried to imply it rather than stating it outright, but the character you play as is meant to be a trans guy as well! I hope that was able to get through.
Glad you enjoyed it, we tried real hard to make it feel polished enough even if its a bit slapdash! Sometimes to be happy in life you need the thrill of risking your organs on meaningless things, maybe its just a common thing in this world, its a bit of an absurd world in general.
There is a how to play page on the bug select screen, but yeah I get that it can be a lot. Though we'd have to rework how we handle the body parts a little bit if we wanted to have the player start off with only a few rather than their whole body at their disposal, hopefully only 5 being shown at once helps makes things easier to make sense though. A fast forward option would be really cool yeah, will have to look into how to do that, and maybe something to do on the side like some buttons that you can press or something maybe, not sure. But at the least we want to keep away from direct involvement, since the purpose is to be risking your parts on something you don't have much control over, and the three of us devs all like watching AIs fight each other. A 5 minute battle though is wew, we never had one go that long in testing, hope your bug won.
(Also according to Hollow Knight lore Hornet is at least part spider and is considered a bug so spiders are bugs :p)
Took me way too long to realize I could just kill the enemies myself with just a tap of the drill, made it really easy after that, especially since I couldn't make walls after the rock's initial layer got broken through, you can definitely completely ignore the building mechanics of this. Also agreed with others, some sound effects would definitely go a long way




