thank you! we hope to get missions in there eventually
Over It Software
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thanks for the kind words!
ah, that is supposed to be a hand holding the selected tool, but it definitely has a few quirks. we wanted to add additional features to the cursor, but ultimately ran out of time:
- make the cursor hand transparent
- change the hand and hide the item when highlighting something that was already place (and add a universal pick up feature)
- change the visual when selecting invalid blocks for the current item
if you have any other suggestions, i would like to hear them =)
good call! we considered (and later ruled out) locking the mouse to the middle of the camera, but not automatically moving the camera based on the mouse position. that wouldn't even interfere with the existing camera movement. i will add that to the list of enhancements. thank you for checking out our game!
this felt like a modern re-imagining of Chip's Challenge, which i put way too many hours into when i was a kid. i love the room reveal/hide visual, very slick!
a lot of my sentiment has been said in the other comments... quite charming, but a little sound would have added a lot. i agree, never enough time!
i watched your progress in the jam channel (#tech) and you pulled it all together quite nicely! the player speed is just right for corralling the swarm while remaining in danger. good call to go the doomy shotgun route without reloading. please add a double barrel (super shotgun) for V2.0 =)
i was surprisingly able to play this in the browser on an M2 MacBook, but the final boss was my trackpad. will give it another go with a mouse later!
nice touch, you should call that out drag-to-select in the tool tips (assuming i didn't miss it)
on another note, i also appreciate the level advance option, not just for skipping one i can't solve, but also being able to go back to the browser and jump back to the level i am stuck on =)
regarding the UI, throwing this out there because i feel like this game would be nice on mobile:
maybe try expanding the currently selected instruction set with with 8-way arrows, like an arcade stick. the square can act as the toggle since you can't change the primary color, and once you click away, you could compact it down the way you already have it.
not sure if this would be an overall improvement... i usually iterate UX until it feels right, versus being able to visualize an immediate solution. it would solve the size of the hitboxes, though.
thanks for the feedback! agreed about the camera rotation being a bit jarring. we wanted to implement something to intelligently reposition the camera, but we ran up against the deadline getting the camera bounds to work right with the isometric perspective. i appreciate you checking out our game <3
Thanks so much for trying our game and for the positive feedback! We missed the notification for your message until just now. Due to the crunch, we didn't have time to implement a "bunny cap" or address the crashing issue =[
How to win:
Bunnies have an internal level (1-3). Spawning new bunnies has a chance to spawn a higher level (bigger) bunny. To win the game, you have to keep swapping out the bunnies in the generator for ones with higher levels. This will power up the laser and eventually start to power the houses on. Powering all the houses is the win condition.
The laser is fully automated, but starts at such a low power that it doesn't stop the enemies from nabbing your bunnies. As power increases, the beam gets wider with improved penetration power. We had some ideas that were scrapped (do to time) that would have the different generators affect different properties of the laser turret. We prioritized procedural systems over polish, which led to some jank in the "final" product =]
thanks for trying our game! we came up with the idea for the SF-like character designs when we decided to do the communication pop-up.
appreciate the feedback! we were torn on how much instruction to give, because the the game is very short. the donkey gives some hints, with the most important one being that there is a breeding mechanic that's activated by clicking two bunnies together. what it doesn't say is that those bunnies must not be assigned to a generator.