This was amazing! I can't believe you have so few plays rn because that honestly blew me away. I did need to use the screenshot to get a hint for the plant, but the puzzles were all brilliantly designed and the twist with the unity editor and the ending were great. Adding in some sound would be a great finishing touch, but that's about my only suggestion.
Pressgoal
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Really strong submission, and I was genuinely sad when it was done because I wanted to see what would happen next. For suggestions, mostly just a bit more polish such as more consistent damage feedback when hitting enemies, and maybe giving the money a bit of momentum when it first spawns in plus a random direction to not look so static.
Overall I really enjoyed this, and hope you keep working on it!
Thank for playing, and really glad you liked it. I actually have a full flying enemy designed for it, but I just couldn't find a good place to include them. Ranged enemy is a great idea, but I just ran out of time. I will be continuing this project for the marathon jam though, so I'll definitely have at least one ranged enemy.
Very original concept. I really enjoyed it, but for a couple suggestions 1) as others have pointed out, the font is kinda blurry, 2) maybe decrease the frequency of Q since there are very few words out there that have a Q and not a U, and 3) add some sound. For a game like this especially, some sound effects and a little bop on the background would make a huge difference for the feel and "polish" of the game. Great entry, and I hope you continue it!
That cop is going to haunt me in my dreams lol. Great game, tight movement and a satisfying difficulty. This is really impressive for a first game. I haven't played it, but I felt like there was some clear inspiration from pizza tower. Only suggestion would be to figure out something different for collision on corners as my poor (literally) Blorbo kept getting stuck on them.
Thanks for the kind words and for the detailed feedback. As someone who'd always been a kbm player this is what felt natural to me, but I'll add in an option to attack with a key as well. Sorry about the dash screen thing. I knew about that from playtesting, but time was in such a crunch at the end that I forgot to fix it. Glad you had fun though as that's the most important thing for me!
Really cool little game. I love the premise, the art and the music and sfx. A couple recommendations I would give are 1) there's no need to give players access to the settings and changelog if it opens a text console that they won't understand, and 2) consider making the power scaling a little faster. Either I am missing something (which a tutorial would help with), or this game progresses very slowly to the point that I quit because I still wasn't strong enough to kill all of the enemies in dungeon 1. You can take or leave this advice, hopefully you enjoyed making it though!
Cool idea and very nice visuals. I kind of wish that the two NPCs who ask for free stuff had a bit more relevance. It didn't seem to make a difference when I gave them free stuff, and when was surprised that the person asking for antibiotics never came back after saying I'd regret it. Everything about the feel is perfect though. Great job!
The general gameplay concept is pretty good, although I think that the hit-scan is a little too tight. I'm not personally very good at first person shooters, so it might be a skill issue, but there were a lot of times where it felt like I clicked on it, and nothing happened (this may also be because of how large the crosshair is with no clear indication of the center point. I was unable to find the last thing in the 5th house, but I enjoyed this, and the gameplay could definitely be expanded upon.
I like the idea of having unique mechanics for all the different mobs. It's a good framework, but it doesn't quite feel ready to be played. I had a lot of trouble figuring out what I was supposed to do as I eventually got a bunch of racoons which didn't have a hint, and nothing was happening when I tried clicking on them or pushing them off the map. If you have any tips, I'd be up for giving it another try.
That was a very enjoyable experience. The ending got me so good lol. The countdown was perfect for me as it forced me to not doddle trying to read all of the messages, but didn't make it frustrating or tense. The music was great and somehow really funny with the action, and some of the death messages made me sad. Very good and polished game!
This is super polished. It felt like dice balatro, and overall I enjoyed my time with it. It's not really the type of game I would generally play, but it felt well done, and is a very create take on the theme. The only bug I found was that it's possible for one dice to get stuck leaning against another, preventing it from ever "finishing" its role, which caused me to lose a really good role at one point. Not a big issue, but perhaps having something that checks how long the die are stationary and then getting the closest side would be a good idea to prevent this from happening. Great work!
Thanks for playing, sorry, the directions should've been more clear in game.
Your goal is to keep both sides alive, so that they can kill the end boss. This was supposed to be implied by the intro dialogue, but it wasn't super clear in gameplay.
The - O + bump the number in brackets by the +- number (it seemed like a good idea at the time).
Hope you at least somewhat enjoyed it lol.
This is very impressive given the time constraint. There's a lot of attack variety, so it doesn't just feel like the same thing every time. My main feedback would be to give some sort of auto-aim option (for people like me who are too lazy to dodge at shoot at the same time), and to make sure that the camera always has a decent coverage around the player. There were a couple times where I died because I was almost going off the screen to get away, so I couldn't see the bullets or whatnot above my head. Great entry though, I expected nothing less from your music and VFX lol.
I love all the visual effects, and the city looks really nice, especially for being procedurally generated. It's unfortunate the the mini-map broke, because I really struggled to actually play the game without know where I am, and there were a couple times going up a hill that my car just blasted off into space. I did have fun driving absurdly fast through the city though, and would definitely try this again if some of the bugs get ironed out post-jam.











