A fun goofy game, what's better than chicken? MOAR CHICKEN
Owltears
Creator of
Recent community posts
I can 't seem to activate the end game/end spot due to the gate not going away BUT it was a lot of fun! I REALLY like the volcano layout and the monsters not being to much/little! I ended up getting the Fire Mage ability and was running all over trying to find the secret to the ending gate to no avail--BUT it was fun!
A very fun rougelike game where you have to make drinks for customers who have different requirements to meet their satisfaction meter. While it can be a little tricky at the start with the RNG, once you know how you want to go it's a lot of fun trying to build up your drinks and serve people! The only downside is that the game only has 10 people to serve/is short; but I honestly love trying to make combos in to the thousands. I highly reccomend this game for not only it's graphics but fun RNG/Rougelike style :)
I hope to see more added/updated in the future!
Very fun once you understand the fruits and bottles! I wish there was more patreons to serve or like a "day/night" system so you could do more things! I have a lot of fun trying to make combos! I really hope that you continue to work on this game and add more to it or like a mode that's endless, it's a game I could see on steam! :)
While I love the game I was wondering if there could be 2 things in the future!
1. save/pause button (I didnt get very far but did not expect pressing what I assumed was pause to cause it to restart)
2.Toggle on or off view bobbing
Other then that I love the game! it reminds me of a mix of the older games my dad would play and minecraft!
There's an issue with if you want text to appear before a variable to activate it, such as I want my first interaction to be talking about a tree, and wondering about what fruits it might have, if the variable is activated after that, they'll talk normally BUT if you have the Bard skill and set something up the text wont activate/skip the talk I have for the first interaction :( which could cause some confusion if you get the skill and talk to an NPC you missed/didn't do and they sud denly are talking about different things/continuing where it was left off without context.
I tried to respond to the OG thread but for some reason it keeps giving me an error of not having anything written in the post! So I put it here instead! sorry if later on it appears/spams!
I don't know if I haven't found it yet, but maybe an option for a character sprite swap to one of the NPCs? There's a lot of cool sprites that I would love to use based on what I'm making from your large collection!
I was wondering since we can have multiple swords that break could there be like a legendary sword cannot break? Or armor to withstand harder hits from the boss(es)?
Could we also set up NPC's to show up after a certain variable is triggered? Such as talking to an old man could bring a new npc to town, or spawn a (group of) monster in a previously beaten area?
I know it's made for small games but I'd love different map sizes from a 3x3 to maybe a 4x5 or a 5 x5 at max for larger things but that's just me thinking of Zelda 2 with the tilesets you have set up. :D
Bug(s)/ things that confused me:
-The enemy list says with the sprites in green text:" Dano (#)" , I think it was missed being translated from the og language? Damage (or DMG.) would work in English!
-I'm using Firefox so idk if this helps but-- when you change the player's spawn point the first time in the 1,1 square area, when testing your character will stay at the original spot, but upon testing a second time it's where you set it at a different spot.
- Unknown if bug: but you cannot place more then 1 speech bubble/sign i think with the size of the game maybe 2 or 3 would be nice for messages.
-the game keeps trying to open up a pop-up window for an unknown reason. clicking to open it in a new tab opens a blank game/fresh start, if you leave it alone, work on something, or are testing, it just is random.
-swords don't have a note on how much damage they do or how many uses they have.
I mean it lives up to the name though! xD that's how I viewed it after a while, but I really am glad you changed the boss for the section! I was worried since the block power was used I'd be screwed!
I have no idea if I can get the true ending, I've so far only gotten the"Get an Ending" one but I'm gonna keep trying! >:)
I really like how you did the forest section! It's a nice homage to Insryption and I was really suprised to see it in RPG Maker! I loved the battles! I didn't feel over powered yet also not underpowered!
I am currently trying the Murder one and I don't know if it's intended to or not but you can (at the time of this posting) spam the "explore outside the pub" for money and get infinite coins from there, I didn't know if it was intentional or not but wanted to mention just in case! I really like the descriptions of this part of the game in particular! It's like reading a murder novelette!
Played on Steam and looked about and found the game here as well! I dig the rotoscope art style along with the changes of gameplay! I've been working on a review for Steam as I play and honestly it's a lot of fun! even when I was annoyed at the Torment of a billion robots section it was a lot of fun trying new combos/ideas of how to advance. I left and came back later and took notes, I rarely take notes in games! And when I figured out what worked out for me I felt awesome, esply on future runs where I had to re-fight, but with the ;) post boss stuff I was SO SO SO happy I didn't have to fight the Zappy McYourbutt boss the same! I barely beat him with 30 HP to spare when I finally figured a way!!!
There's a LOT I like and very little I dislike. I think when doing the robot part, I highly recommend the "Skip Text" for when you have to repeat battle/travel after a while, but I think you can get lucky and beat it within the first 2-3 lives based on RNGesus. If you keep getting nuked by the boss and RNG doesn't give you the Spell needed to beat it, don't fret too to hard! Just view it as a robot grind, and when you get the power that is based off the robots you've killed AND the power you need you can beat the boss easier/beat it you can do mega damage!! There's only a few spelling issues, mainly some item capitalizations (but I can't judge I have errors in this here!) and the video gallery cuts off the animations short by a few seconds vs the in game actual cutscene! D:
I love love love the forest section of traveling, I play a lot of Inscryption and love how it was done here! It's a lot like it if you like Inscryption you'll love that section (It's my fave of the 4 I've tried so far as of this post here! ) I'm hoping to do another few plays to try all the different mini -games and to try to beat the bosses/stuff for the steam achievements!
Fan game of:
twitch.tv/forestofwires
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Graphics:
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whtdragon
Bougainvillea
Moge-Moge-Kun
Cvrtis
Avery
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Music:
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EFJ2001 // Erics Creative Studio
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Scripts/Plugins:
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Yanfly
mjshi
moghunter // atelierrgss
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Misc:
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Spencer_359 and his wife - Beta Testers- putting up
with my million beta testing questions
Truemisfit- Ending point calculation/idea prompting
Redofbread- Album art for the art maze thing
Nemi- Album art for the art maze thing
Good Endings:
TRICK-OR-TREAT AT CACKLE KEEP END: A Spoopy Night!
Beat the game but your final item count is UNDER 20 total combined. If you have 19 or less you get this ending.
TRICK-OR-TREAT AT CACKLE KEEP END: A Winner is You!
This ending has an ending image. Beat the game but have a final item count of OVER 20 total combined. If you have 20 or more you get this ending. This is the special ending/true ending.
Bad Endings:
TRICK-OR-TREAT AT CACKLE KEEP END: Loss of Hearts
Loose all your Pumpkin Hearts, via damage, theft, or breaking.
TRICK-OR-TREAT AT CACKLE KEEP END: Out of Time
Run out of time.
TRICK-OR-TREAT AT CACKLE KEEP END: Stolen Heart
This ending has an ending image. Give Ned your Pumpkin Hearts, or fail the quick time event









