Kinda feels like a youtube poop in videogame form, pretty entertaining :)
Pitaxed
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Incredibly charming with the handrawn sprites, definitely something more games should utilize.
The concept is very nice, as it gives context to why you wanna roll high, but the lack of variations had me play a few (joyous) rounds before I quit out.
For some reason my part of the "fill meter" on the top of the screen started flickering every few seconds at some point.
Hm, that's an annoying bug, gotta see if I can track it down in time.
Ye, this probably could work with multiple people, though tracking all the abilities might get stressfull.
Thanks for the compliments and I'm glad you enjoyed it ^^
Edit: Uploaded a new version that fixed the bug. Again, the old version are still up for transparency.
Pretty fun once I read that I had to press space to gamble and not just look at the machine and get by the 200 you get automatically.
I encountered some bugs though, like getting a payout even though I just restarted (maybe because I died while still receiving a payout?), which happened multiple times. And then on another run I simply stopped getting the guaranteed 200, and because I started at 0 there was no way to gamble up, and this persisted between deaths, so I had to reload the page.
The game tells a story throughout the different minigames, so randomisation and skipping sadly isn't an option, as the end of the minigames always give some story context.
You have to get to a score of 10 in the flappy game and it's the hardest of the games imo, if that changes anything for you.
Good rating policy either way and thank you for checking out my game :))
Yee, I did debate, how high the flappy doki score has to be to proceed. I had my girlfriend test it, who's also bad with that kind of game and the fact that both her and you managed to get past it hopefully means, that I hit the sweetspot.
To your question, I did manage to create the flappy doki part basically in its finished form on the very first day, but after that I started working on things in parallel and since the following parts are more complex in basically every regard, I didn't manage to keep up the pace. I guess I'm kinda close to getting one part done every two days on average, although in reality I "finished" all of them only a few days before the deadline and making adjustments till the very last day.
Thank you for playing :)))
It happened in the web version. I have played around a bit more and while the error happened not often, it has a few times and I can't really narrow it down to specific cards, I have switched out my deck quite a few times and it still popped up occasionally.
The game gets stuck when the last card is played and doesn't trigger the "Game Over" element. The played cards can still be scrolled and the scored subs are visible, they just don't get payed out and without cards, there isn't anything to interact with. I have had to simply reload the website, to continue playing.
Having a lot of fun with it outside of that though, just finished a Dragoon round scoring 39000, which took forever to play out.
This looks, sounds and plays amazing, but in two out of three rounds I played, I got stuck after playing the last card. The first time it was the doki card that gets an event card out of the deck, so I thought that was the problem, but the second time it was a regular dragoon that god me stuck, so I have no idea how to avoid it.
I would really like to play more of it, but not in this state.
Thanks :)
Initially, you could simply spawn a planet in the sun and on the line, to basically make it a regular clicker game but that felt like it would become really unbalanced with the better planets and kinda defeats the purpose of the game I want to make.
I have some ideas for "things to do", but those would probably mostly lie behind a prestige or two, which I do hope to implement when I find time.
The number pop up is a great idea, I usually dislike that in games, so I guess it simply didn't cross my mind, but it would indeed be useful here, I will make it toggleable though.
I made the music on the second day, but it initially was going way faster. Thankfully I had time to change it on the last day.
Thanks a lot :)))
You *accelerate* on the top part of the screen, you only lose speed when you hit something. So you have to spend a bit of time in the upper part to gain speed and then move around more freely to dodge better.
A warning sign and honk happening before cars appear on screen was planned, but I didn't manage to implement it in time for submission. I did get to it yesterday though and it will be included with a general polish update that releases once voting has finished.