Storytelling is amazing. So fun to come full circle like that. I did find a few bugs but the game is so clean that I barely noticed them. Great job, as always you prove yourself to be a top contender.
p4songer
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I'm a bit torn on how to score your game. It's very well done as always, and the creative take on what a pet to care for meant in your game is handled very well. At the same time, progression feels a bit forced, and other than having an in game pet, I'm not sure what tamagotchi elements you have. However, I want you to keep going in this direction. pets existed in gladiator battles, and I think this adds a fun additional mechanic to the gameplay.
I would say "having more ways to care for the pet would make progression feel more meaningful" and that is true, but I think that would take away too much from the incredible game you're already working on. This is one of those catch 22 situations where if you focus more on scoring well, your game would move in a weird direction, but if you continue to make your game what you want (which is the right choice imo) Then you might get low scores, but a better game.
TLDR I love this game, I love the direction you're going, even if you get eliminated, you're a champ in my book. Great job bro.
It feels like there are two games here, and both of them are pretty cool! The first one "debug mode" feels better to play since instead of cycling through the UI, you can just click the action you want. The debug mode actually informed me how the "human" mode was supposed to work. I do agree that maybe highlighting some key words on the debug mode would make things a bit more intuitive, but I didn't find the learning curve to be that difficult personally.
I will say, the difficulty curve seems steep. I trust that you've been faithful to the original design, so maybe the original design is hard, but it became incredibly difficult to keep the full grown guy alive. Raising the small to medium guy wasn't too bad, but the full grown guy just likes to die I guess. That said, this is without a doubt the most faithful recreation I've seen, so an easy 5 stars on that judging criteria.
I think the only thing I really would have liked to see changed was more minigames. After getting 5/5 on the password game, I felt like there wasn't much else to do. Could be fun to unlock different games to "play" with the bot.
TLDR - Great job, I'm amazed at how well this is built.
The art and theme of everything is great! The tamagotchi elements were really strong, and the minigames felt fun! The balance minigame lagged my computer like crazy though. Not sure what caused it, maybe the lighting? Either way, the theme and care aspect felt really clean, and was fun to play.
The only thing I was confused by was the combat. I think I understand that I roll a bunch of different abilities and they trigger off of each other for synergies, but I didn't get the strategy to it. It felt like I wasn't in control of what happened no matter my choice of ability. It's a cool concept, but needs a bit more attention to feel like a part of the game in my opinion.
TLDR, Great job!
I think the strongest part of your game is the element of surprise. Without giving spoilers, the final level where you need to remove the thumb drive really made this fun. At the same time, I think the story ramps up just a bit too quickly. I genuinely wanted a bit more of the tamagotchi experience where I could take care of these guys at least for 1 or 2 stages. Something to give me just a bit more connection to the lil guys before chaos happens, yknow?
That said, the theme, the meta narrative, everything here is so strong and well put together. I have a feeling you'll be a top contender for sure. Great job!
There's a lot of cool world building here. I think the strongest part of your game is the theme. It makes sense as to what the goal is, and how to accomplish it right away. I think the only thing missing is a bit more clarity on what the actions do. In general they make sense, like clean the poop, feed them, lights out to make the day move on. However, it's not clear what benefit the actions give. A bit more emojis to indicate their mood, or some more details in the prisoner notes would have made this game perfect. I also think that there's a bug to track the lose condition.
All that being said, I love the theme and style. I'd love to see this as a full game with managing the gang ties and making sure they don't shank each other in the shower and stuff. I can already imagine many more directions that this game can go!
Ah. This explains the bug perfectly. Thanks for the video! If you want to actually play, the idea is to match the word at the top with the ingredient sharing that name. Left click and drag to the middle should do the trick if the names match. The first two are always Dextrin and Water. That said, you score of my game is valid since this section is in desperate need of a tutorial. Thanks again for helping me solve this bug for the future!
Thanks for playing! And, no worries at all about rating it late. I'm not too worried about winning/losing this year. I'm glad that I got to help you feel something. That is the overall goal for the game is to remind people that life is full of beautiful moments, even if we need to create them ourselves. Good luck to you!
This is a great game! The asteroids aspect is so clean, and all the power ups make it feel much better than the original. The only thing I was really hoping for was a bit more interactivity on the expeditions. I don't mind the qte thing, and it does fit the requirement, but expedition is such a cool name for something that comes down to pushing a button. It's good as it is, just wish there was more.
Great job!
The art and cute vibes are the strongest part of this game. You did a great job of really giving this an atmosphere and emotion. The dialogue too makes the characters feel like my homie and not just "the yellow npc". I really wish that the rest of the gameplay held up. One thing about RPG style games is that it's information overload. I think the opposite is true here. There's almost no information about what's actually going on. When I succeed a qte, I get minus two hearts. When I fail, I get minus 4. So I guess that's good? The only information I actually feel confident with is that heads is good, tails is bad.
I think with a bit of clarity and more UI hints, this can be the next undertale. I love your artstyle, and the vibe hits just right. You did a great job, and I hope to see this updated!
The movement feels so good. I didn't know how fun a little lean would be for a top down game. I think the only part that I'm not a huge fan of is the size of the map. It's really open in some places, and really claustrophobic in others. I think because of the player's speed, I'd rather have it more open, but I think the current design is good if there was a more methodical approach planned. That said, your art is beautiful, movement and mechanics are so clean, everything here makes a great submission. Good job!
One of the coolest customizers (imo) getting reworked as a stat system? Love it. This felt really good to play. The number of enemies may have been a bit much, and the lifesteal was OP, but those are small notes in the grand scheme. The art for everything is superb. I would have liked to see more diversity in the directions I could go. Up is good, but some twists and turns would help utilize the other abilities better.
All around, great job!
Not sure if it's just me, but ch1 and ch2 feel the same to me. The difference is the boss fight. I enjoyed the boss fight in chp2 more, but it followed the same pattern as most of the other levels. I also dont know if this counts as a qte? What would have been more interesting is the boss hits you with his spear, turning you into the wrong shape unless you succeed a qte. Even with that small critique, it's still a cool game with a fun concept. I hope to see a full game release for this someday!
I personally didn't notices the changes for stats when killing enemies. Maybe I'm not in the right spot? If that's the case, then there should be a lot more clarity on where you actually are in the world. Something as simple as a label above or below the score displaying the name of the section you're currently in. The enemies also only deal damage on touching you. So, if you parry, they'll become a human shield.
That being said, I think the idea is pretty cool. A vampire survivors where it's not about exp, but where you kill the enemy? Great idea, I hope to see an update for this sometime!
The qtes added an interesting layer to the game! I really like the Rat Bear or whoever throws tons of beartraps. That one was really tough, so I of course made him my buddy. I had to go into the mud intentionally to see it, but that was the only one that was easy to dodge. Even then, I'm sure with quantity, I'd get stuck in that one a lot too.
Great job!
Really really cool. The map is great. The story is motivational. Everything feels sooo good here. Great job! Other than the ghost tasks, I also had an issue where I couldn't turn on my sirens? Not sure if I'm the only one with the issue, but it made moving around feel slow in comparison to everything else. Still had a ton of fun!
This is still as cool as it was in R1. The most obvious change is the difficulty being way harder. Played this probably 10 times, and could never get past round 3. A few times I couldn't even get past round 2. That said, The new additions are cool, though the drawing QTE seems a bit strict for how far you can go out of a line. They're a cool addition, and make sense in the theme of the game. I also like the new tutorial set up. It's a lot more clear what I'm supposed to do, even though I'm unable to survive the cop in round 3
Great job!
This was pretty cool! Moving backwards through the level is a nice twist on expectations. Definitely a lot of potential here! I don't think I got much of a "QTE" vibe though. The closest I would say is in the first level, moving backward using the two doors and platformers, you did have to time blueprint mode to get through safely, but that feels less "QTE" and more "Line up the things in the right spot". Regardless, this is a fun game with some well thought out puzzles. Great job!
This is a really cool concept. I love the pathfinding as a mechanic. I found myself trying to pick people closer to the event so they could get there quicker, which was a fun mental game on top of the mechanic of reading the job. I love the humor and strategy of everything, very great job.
The only issues I have (which are small honestly) are balance, and a small typo where I think "negotiation" got renamed to "charm". I played a run where I bought every agent possible, and won with +- 500 people dead. Then I tried again intentionally failing every mission and I didn't lose. During that second run, I noticed that a whole lot of the missions killed 0 when failed, some returned a negative number (which is a concept I actually liked) and the ones that did kill people only did an average of 100 or less. I think the balance issue is easy to fix, and as it is it doesn't really take anything away from the game. I'd love to see more missions that add people to the total.
TLDR, the strategic choice of mission feels great. Fun game, amazing concept. Good job!
There's a lot of cool stuff here. I think all around this is a great setup for a fun and interesting fishing game. I can imagine having to climb to the top of a mountain because that's the only place you can catch big bertha or something. As it is, there's a ways to go before it crosses the finish line. Still, great entry, clean mechanics and beautiful visuals.












