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p4songer
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This was very cute! I think the CRT effect was a bit to strong and made the numbers hard to read. Other than that, I think it's a clever take on the prompt. I kinda understood the mechanics of what was happening, but I didn't understand the strategy. Maybe I just didn't grind enough? That said, I did feel the difficulty ramped up a bit quick. Beating the teddy bear took a few tries, but I was never able to beat the other guy after 10min of gameplay.
However, the theme and art style is so strong! I love the look of all these guys, and really really wanted to see more. You did a great job designing everything. The UI, sound effects, icons. It all feels like one part of a larger world. Great job!
10/10 no notes. Though I wonder if dessert drawings weren't implemented? I feel like the difference between an apple pie guy and a tiramisu guy either aren't noticable or aren't there. Either way, the game is incredible as it is. I have tried for a long time to think of a criticism and other than some balance things, I can't think of anything. This is so clean. Very well done!
Everything about this game is incredible. The one and only thing I struggled with was the screen management. It's one of those things where "it only takes 5 seconds to switch between screens" but those 5 seconds feel exponential during the midgame. A bit more of a smooth transition between shop/park/team management would have made this an easy 5/5. Maybe the shop and the team management as a pop up on the park screen would be enough.
That said, this is a really fun game, with surprisingly good balance and progression. The guys are cute, and seeing them grow up makes me so proud. Great job!
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!












