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Qwibble

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A member registered Sep 05, 2019 · View creator page →

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Mouse controls would have been nice, possibly would have made it work on mobile even, we just didn't have time unfortunately :) I do agree that we maybe could have not had the space bar, the worker movement is entirely contextual so it would have been totally possible to have D operate all righthand movement, just one of those things. I figured the player would want the extra control, but it might well have been unnecessary, a tough call under pressure haha~ I was trying to come up with a visual indication for Jude filling and deflating such as a hose pulsing, and water droplets coming out of her, but I just didn't have time to make it happen. I feel like rebindable keys is a really good idea (or at the very least toggleable)

Oh darn, there must have been a missed bug! Still the boss message is the end of the game so you didn't miss anything Thank you for playing, glad you enjoyed!

One or two of the playtesters also suggested W & S should have been swapped. I think it's just a matter of perspective (Are you moving Jude or the Elevator). Thank you for playing, I hope you got at least a little fun out of it :D

I'm sorry to hear that, I'm surprised it's not working. What system are you on?

Thank you very much for the feedback! We weren't sure which way to go with the inflation buttons, we figured, W to fill up/move the elevator upwards was the right call, but we did get one or two playtesters also saying they were expecting to move Jude, as opposed to the elevator. I kinda assumed since people would be looking at the elevator more it would make more sense to base the controls around moving it, but I totally see the reverse being totally valid as well :)

That is a fair question. Personally I tend to find that the distinction between expansion and weight gain tends to be roundness and softness. Fat tends to sag and roll, where expanded assets tend to be a bit more perfectly shaped. I think a good rule of thumb would be to stick with limited expansion, for example, belly inflation, where the belly gets round and tight, as opposed to soft. I hope that makes it a little more clear :)

Hello I am Qwibble, a lead dev for team quimbly, I take it you aren't on the team quimbly discord? I highly recomend you join and talk to our community if you're uncertain as o our authenticity :) --- Hopefully you'll choose to join the jam :D

Fantastic job! Exceptionally faithful to the original and very fun! I have two suggestions having played most of the campaign.

The cargo carrier is presently useless in the face of the tunnel transport (not your fault of course, it was removed from the original game after all!) My suggestion would be to allow the cargo carrier to transport 4 or so miners if it isn't carrying a vehical.

The other suggestion is a variation on the dispense option from the tool store, have a button for transport vehicals (and possibly miners) that will cause them to run to a tool store you select and pick up a resource (or multiple for transports), they will not put the resource back at least for a few seconds (or possibly it could be locked to them with a toggle). This allows for easier loading of say, a small transport filled with studs, to be taken by a cargo carrier.

Again fantastic job! I hope this project gets to be everything you want it to be!

That is crazy! Kinda awesome in a way though! I just had a go at yours, I just couldn't figure it out. Regardless, thank you for commenting! :D

Thats fair, I'm not sure I can implement that without breaking things but I will keep it in mind as I'm going! Thanks for playing :D

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At present it is designed more as a puzzle, there is a "More Optimum" way to play, at some point I will be adding some weighting on the opponent's desisions. It isn't nessisary at this time though, your rock paper scissors comparison is correct as the design was partially influenced by me wanting to see how I could add meaningful choice to a rock paper scissors like game :)

--- In this case because the options are weighted differently there is meaningful choice, as opposed to in rock paper scissors the percentage chance of any given move working is exactly equal as it is a perfect triangle :)

So in short I will be adding greater choice to the opposing player but it will be as a result of the current "puzzle like" system as opposed to it having a preference for doing something specific. --- Hopefully this all makes sense :D

I actually have a few games ive not released on here yet as i just need to get permission from my partners on the projects first :) Hopefully I will have to opportunity to get them on here soon. I also have a few games in the works, I wilol be relaesing them on here once ive either finished them or an well into development :) (I am considering using itch for prototyping but idk if i can be bothered atm since im fairly busy lol)

Just strict criteria really, not a big deal in the end as I made a game that was much better recieved to replace it (Click Samurai) so it was all good anyway :)

Heya, I'm guessing there is only one level? Thats fine, its a great start! The game is pretty fun, I beat it on my 3rd try or so. I feel like the player cubes movement is just a tad slow for the pace of the game overall. You could potentially have longer levels if it were slowed down by just a little. As it stands though the current super short length works in the game's favour! Good job :D

Sounds like you enjoyed it, I'm glad! :D

Thank you! I'm glad you enjoyed it! This one actually didn't do so well in terms of the grade it recieved, so I'm glad that it is actually enjoyable :)

I have just confirmed that the game isn't broken. It is definately possible to win :)

Hi,

Thanks for the compliments! I am really glad you enjoyed the game. I will cirtainly consider finishing the game up if the rushed code doesn't prove to be too prohibative!

As for twitter, I don't see much point in it yet but I won't rule it out completely; perhaps in future when I have things to say I will make one lol.