Thanks for the feedback!
I totally hear you! Both things you mention would be nice improvement and I will totally address them in some next game with similar dialog system.
That were strange places I've visited in your game for sure.
Interesting take on cat and mouse chase. Well, you are the mouse, but with some lollipop boosts you start to feel more like a cat.
I don't know if there is some ending after reaching 100 days, the game didn't hooked me enough to try to reach it (I gave up at the day 26). I am not saying that it was boring - I enjoyed it for a while. It has nice horror athmosphere. I just think that if it was "survvive 20 days" rather than 100, it would help the overall experience. And sure - make it 100 once you will add more stuff to the game that make it less repetetive after a while (which I hope you will do, because there is a good potential).
Also once I got a lot of speed boost from the lollipops, I was so fast that movement made me feel a little bit dizzy.
You did a good job!
Hi, with current 19 ratings, I would really welcome one more: https://itch.io/jam/brackeys-15/rate/4310525 Thank you!
Btw: I've played your game and it is amazing what you were able to put together in just one week!
Hi, I am currently at 19 ratings, so one more would be much appreciated! You can find my game here: https://itch.io/jam/brackeys-15/rate/4310525
Thank you!
I have also played your game and I have to say you've done great job!
Hi, it was fun to play your game. Really nice job!
If you can try out mine, I will be glad: https://itch.io/jam/brackeys-15/rate/4310525
Thanks!
Colorful aesthetics of the game feels good. Moving background is cool addition.
There is a plenty of different abilities to play around.
At first I didn't get that you play different level based on chosen ability - I had to look to the comments section to find out that there is much more content.
Really good game!
Nice idea and great execution!
So many aspects of this game are really good. Visuals are lovely and unique, sounds fits perfectly, gameplay gets you hooked.
Yes, once you see everything, it gets a little repetetive, but I enjoyed all the time spent playing it.
I think I enocuntered one bug - when you have more than 5 units (or combination of units and balista), camera is not following vagon in the traveling segments.
Great job!
Hi, fellow "knight themed game" developer. :-)
I have played and rated your game and I will be happy if you try mine: https://itch.io/jam/brackeys-15/rate/4310525
Thanks!
The reverted gravity mechanics is fun and frustrating at the same time. :-)
I liked the music and used sound effects, they fit well with the playful assets.
I managed to get to the third biom, and after several deaths, I gave up. It might be nice to add some checkpoints so player doesn't have to repeat from the very beggining.
Also - coins counter is not reset on death - not sure if it is bug or a feature. :-)
It is nice game.
What I really liked in this game was the audio. It felt really good fitting.
The b&w visuals are surprisingly charming.
One thing for us who are less observant (ok, for us who are lazy to read) - I would stick with using E for all actions. Inventory felt like an overkill here and at the gate I instintively pressed E to use hairclip, but I was told that I left it in a car, so I thought I messed something up and returned there to obtain it "again" - just to find out that I need to open inventory and use item from there.
The thing with the precision is hard to describe (and hell hard to implement - I can imagine). But overall I thing it might be a little delayed audio what causes it. I re-run second track on medium difficulty to check and notice that at the first part I would expect some beats to match the piano note. Later with the percusions beat introduced - I would expect it on the beat. In both cases I had to push key a little bit earlier.
But once again, it might be totally my problem that I am fixing on "wrong" flow.
EDIT: I also tried easy difficulty on the same track and it seemed on point there. So either it is little off for medium on that track or my brain is overwhelmed with more inputs and that is what creates this feeling.
Oof, that was stressful. But in a good way. I was not able to beat last level, but I can see it is totally possible with a good strategy.
One thing regarding controls: Having Q for getting back to the map selection is dangerous when you are using WASD for camera movement in game. I hit Q accidentally several times during playing.
Also adding some basic sound effects always liven game up. Without them it feels a little "empty".
Its a nice game you have there!
I really love the visual style. The retro color palette makes a lot here. The scenery in first track is something you want to frame and put on a wall.
All three music tracks sounds really good and it was fun to play.
I was not sure about the responsivity/precision regarding the rhythm game part on some places. There were parts where I felt it is a little bit off, but then there was a part that felt good fitting. But this can be an issue on my side. :-)
For the theme, it would be nice if all track were set in some strange place, not only the first one. Especially when we saw how creative you can be with the flying cars one.
Overall it is a great entry and I wish you will keep working on more content in the future!
I really like the game core mechanics. The changes to the world behavior are interesting and creates good environmental puzzles.
Graphics is simple, but functional. I am not sure if the greybox environment is intentional or not, but I actually don't mind them.
I would welcome some character sounds for walking and jumping to add some life. Maybe also some bg music.
Also ocntrols felt a little bit sensitive to my taste. It was making me a little nauseous (especially in combination with toxic fumes effect).
Overall - I had a fun playing your game. Great job!
I love the visuals of this game. The cozy illustrated office with combination of all of these crazy customers works great together! UI is also eye-candy.
Each character feels unique and dialogs suits them well.
I seemed to have trouble to find a perfect vacation (I scored 4 stars at best) and I am tempted to play again, which means you all done pretty good job! :-)
I really liked the music.
The mechanics with two different weapons is definitely interesting. I like that they counter each other in combat to some point. Although Double hammer seemed to be the OP combo. :-)
Some kind of shop to buy weapons and armor for money you could earn in the arena or something like this might make the game more variable.
Thank you!
Good idea about ability to see the result of bargaining. Maybe I can color the result amount to green or red hue based on the success. Maybe even use different saturation of given color to also indicate how good/bad it was.
As far as for the visual indication during bargaining, there is already color indication, where the panel get briefly colored to red or green based on the result. But it might be too brief to actually notice so I might make it more visible.
Thank you for your nice feedback! :-)
In original concept, I was thinking about having unique types of spare parts for all categories that would be used for repairs. But as I was thinking about that system more and more, I thought that it would be little too overwhelming for a player. That is the reason why I decided to simplify it to $ at the end. But I absolutely agree, that some kind of spare-parts management (if made well and ballanced) might add another layer to the game mechanics. I will definitely think about it again in case I will continue work on this game after game jam.
I liked the dark and rusty atmosphere of the old recycling centre.
Rat as a main protagonist makes perfect sense and makes it cuter (even that he is probably a bolshevik).
Conveyor belts were little bit clunky and items on them were stuck. But you can say that it is intended as the machinery is old and sometimes it was even helpful to prevent wrong material to get to the end of the line.
Nice game.
I like the moving background effect in the main menu.
Model of the computer enemies looks great.
From the gameplay point it is rather simple. Adding some ability to enemy or adding more type of enemies (for example one that shoots or something) could liven it up.
I appreciate going with 3D, which to me is always more challenging to create.
Good job!
Very nice atmosphere. Well - if you can use "nice" for a post-apocalyptic survival game. The drawn assets looks great. The music fits well and the background voices are that nice little detail that does so much for the whole scene (btw - did I correctly hear czech in that background voices?).
The only thing that was little annoying to me is that dialogue sound. But I am sure this is subjective thing and as I was able to skip it with a click, it was fine.
The survival mechanic of resource management is nothing new, but works well. The dialogues were good written.
I liked it.
Clever theme incorporation.
I like that the environment is "present" and a part of the gameplay. It is great that you can rearrange CSv as you wish, turn the radio etc.
The game has nice visuals that works together pretty well.
The fact that you uncover new intel on profession's traits is nice and motivates you to keep discovering.
Once the game crashed (left scanner disapeared and game was stuck) - not sure why.
Very nice game!
First of all - you really need to point player to that loot button, because I spent few minutes trying to figure out how can I start playing.
But once I found out and started all that salvaging, building, selling and istalling, I had a surprisingly good time. That feeling when you salvage expensive component is addicting.
Once you discover all features, the UI is kind of functional. Visually - I think there is a space for improvement to get some visual identity (but this can be subjective).
I would also welcome some sound effects.
I think it is a good game you have here.
Very well crafted game. The core system feels polished and it was fun to play.
What I would welcome is some respawn of enemies, maybe even making them progressively stronger to keep the challenge up as you are upgrading your own ship.
I also didn't found out if I can spare my earned credits on something.
Nice job!
Thank you. I was thinking about the bargain mechanic and the fact that not everyone is a fan of the little stressful math. Maybe I could make it more optional by adding slight punishment for bargaining (less customers attraction if I make them pay more money or something simillar) to make it something for something.
Thank you!
The goal of the haggling is to select price that is better for you. For example if you are selling item that costs $10 and you are presented with options "+3%" and "+$0.01", you want to select +3%, since it is more (3% from 10 is 0.03). When presented options are worth same, it doesn't matter what option you choose as both are considered to be succcessful.
As far as for the money management, I didn't really get to the ballancing part, so I am unsure if I set the prices "fair". For that reason I deccided to not punish you for not paying the rent in time. There is a mehcanic that allow you to postpone payment to next week (with some interest). And you can actually do it infinite times.
I collect all the given feedback and I am surely thinking about making it to some fully released game. So maybe. :-)
Very original bubble-gum mechanics.
It was nice to discover them separately in first levels to get a freedom to choose all of them in the last one. I see a potential for a lot of new levels with this arsenal. Maybe the "baloon" make the "sticky" ability less usefull as I found it easier to use the baloon to get over obstacles.
I like that you were able to tell a whole story in a relatively short game.
Racoon is adorable and chewing gum somehow only adds to it. Some tiles were much less detailed then the rest of the game, but I understand there is too little time to create perfect resources.
I really enjoyed playing your game. Nice job!
Definitely the best theme implementation and originalityfrom the games I've played so far.
Technically it is a little buggy. Cutofs are sometimes lost, sometimes they can't be picked up.
I love how you played with magazine covers.
Imagine having an OCR implemented that would check if the message is readable. That would be awesome! :-)
Very good job!
First impression was great. The graphics and UI looks neat and the controls feels great - you really feel the heaviness of the space ship. On this part the game is awesome.
On the other hand:
I was not able to find out how to use scraps to upgrade/repair ship.
I was bumping to things but it doesn't seemed to do any damage to my ship.
It was so easy to get lost. Some subtle indicator on the edge of the screen to find the space station would be very handy!
I didn't find an option to get to the main menu to start over. Even when I run out of fuel, there was no fail state allowing me to restart.
When you get out of fuel, the thrusters sound keeps playing.
I wonder if the upgrades are implemented? All game descriptions suggest it is, but I didn't really find a way how to do it.
Overall it seems like a very solid foundations to a game that was unfortunatelly not finished in time.
This is such a good theme implementation.
Building your robot from spare parts you are discovering is so creative and fun. Combining parts into new ones is also great addition. Dark green-glowy environmmnet builds a good athmosphere.
What I was missing was ability to rotate parts in build mode (I hope I just didn't missed a button for it). Unfortunatelly I also didn't get far, because I got stuck in part where you fall down and I guess you need to use nozzles to get over a small bump, but after falling I was always rotated in a way that nozzles were not aiming a ground (therefore no flying for me).
Still - I was enjoying the game and I think I might get back later to try again.
Great work!