hi :)
QQTs
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We definitely focused a little too hard on just making it work for controller, but glad to see that you see the vision! We're also trying to brainstorm how the inputs would translate to mnk. I think currently the biggest hurdle is figuring out how accessing the "color wheel" part would translate. The easiest answer is with a mouse, but yea, feels like the idea still needs some fleshing out before actual implementation.
Thank you for pushing through with a different controller to play our game!
We originally did want the dog to refill your social battery, but unfortunately ran out of time to figure that part out. There are a few ways to get the good boy ending. (e.g. pat him three times or staying around him for 20 seconds)
I've been trying to theory craft how I would do a keyboard control (remapping shouldn't be too hard after that). I think walking and speaking buttons should be on W A S D - that should be pretty simple. But changing color is more complicated in my head. I'm currently taking the normalized direction from the left stick and mapping that to a color wheel. I'm unsure how to that with a mouse. But I will give it a shot with the first pass of any updates we do (along with other controller type support).
Some overlapping made it a little confusing, but you already implemented a restart option, so it wasn't too difficult to navigate. It's a really good idea and if done well, I can even see this as a possible co-op game with both people having to finish their puzzles before time is up with different shapes and levels that have different mechanics. Love the idea!
Honestly thank you so much for the nice words.
- yes the difficulty is "random." it increases the opportunity to add "yaps" (the buttons) each round with a max count for each bear based on the round you're in. for example, if the conversation goes 3 rounds, you can have bears randomly have between 0 and 3 buttons you need to remember. I've also made it so some conversations you don't repeat the buttons back in the same order they appear in.
- the dorm level is extremely long, and intended to make you fail (although I'm sure someone with a good memory could still do it). the message is that if you might get into social situations where you don't budget your social battery and end up having a very bad time. standing next to the dog and petting it is taking care of yourself, especially if you just can't be at a party anymore (we called this the "good boy" ending)
Overall you've helped me think of a lot of things, especially with the ending, because if it feels like it kicks you out, then it might not be as clear or as impactful as we were going for, so I'll think of other ways to really hammer that home.
You'd need to be more specific on which UI because a couple are from Kenney's free asset packs, some are made by my wife, and some are made by me on Godot. We tried to blend all three together as best we can. She also had a color palette that we tried to stick to as much as we could.
The environments were all arranged by her, and we wanted the bears to make room for you when you joined the conversation! Glad you had such a good experience with our little gummy bears.
It did take a while to figure out how to get past that jump, I thought that the blinking space was supposed to be timer based, but then I figured out the puzzle. There are some issues with the controls being slippery (not stopping the character when you release the input), but good work on the submission!
Yes, there is not currently a build for Windows. Version 0.5.0 is technically downloadable, but it has been designed to be played here on itch. I may export a version for Windows & Linux, but that will be after the jam judging is over. Sorry you're unable to play our game, but will try and have different versions accessible in the future. Thanks for the feedback.
The artwork is absolutely darling! Was pleasantly surprised that I was able to play a rhythm game for this jam. I think there's parts of it where there could be more of a visual impact if you get the nails correctly on beat. Perhaps like a visual whoosh visual effect, so that there's just something more satisfying telling the player that they did it correctly.
Happy to help when I can! I'm glad that you were able to figure it out!
To be upfront, I tried to click on the card to see if I could make it bigger to read the text, I think visually the magnifying glass just didn't really stand out to me color wise, so perhaps if it was a brighter white color, it'd be easier to see? That's just for me personally though! My husband (the programmer out of the two of us) was able to figure it out during his playthrough no problem.
It's not a huge issue in my opinion. I think it was just a detail that I happened to oversee.
Amazing visual gags and color story used. Audio switch up was so good too! Very fun and could totally see this as a fish trying to fish more and more unique people specimen, kind of like how in Animal Crossing you collect different fish just to switch it up! I think some more SFX would make the game feel more immersive and could lend to even more jokes, but overall a super great entry to come across in the jam!
Moving the mouse off of the card while holding an arrow key crashes the game. If you want, we can send video of the bug. I didn't mean to hold the arrow key, but it had happened a couple times, so I thought I should mention it!
Thank you for the magnifying glass context. When I first saw it, I thought the magnifying glass was an aesthetic choice, not a functional one. That's on me!
On theme. Really fun. Intuitive controls. Fun graphics. Bumpin' song choice and very original idea! Ducking and jumping don't really feel like they have that much impact, maybe because the character model doesn't end up moving that much on screen? Excellent idea and had a lot of fun playing this infinite runner with good polish.




