I wonder if you don't have the latest version of the game. We implemented the on-hit VFX and extra sounds and fixed the main bugs. But either way yeah we ran out of time with a lot of the polish feedback on combat. Thank you for playing!
rmsidewalks
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We finally have games. Really cool project! I personally got stuck on the 3rd or 4th puzzle and gave up. But either way one of the best games I've played in the jam. My main criticism is the lack of an Anti-aliasing making the game very jagged and the crab character looks out of place with such low resolution and tiny bad communicated details.
I don't really understand whats the purpose of the conveyor belts, why cant I just get the package and give to the shark directly? and what is the criteria of what is the shark sorting? what is the purpose of the porcupine.
Overall the game has some cool transitions and UI and the art has a charm to it, but still quite confusing.
This game might have the best art in the jam but the game itself its quite clunky, but I see you made it alone so I won't hold it against you too much lol.
Character is annoyingly slow. The trees have tiling enabled so you can see another tree trying to get in the plane.
Not a lot of gameplay but it delivers the product that is trying to be. I think you should definitely team up with someone next time so we can have your art with more polished game!
Só os garotos e garotas de programa!
Really good submission, the theme and the limitations are very present.
I'd say for me is very annoying to play games like this that I need to drag stuff with the mouse, but what it made it more annoying is having to click the arrows to go to the other parts of the counter, my ultrawide monitor also doesn't help with the travel time. I wish there was a keybort shortcut to move to another counter and that I could just select the items with a clib without having to drag them.
De toda forma, excelente videojogo.
The game is very cute but could use some polish. I like It's quite hard to understand whats going on, the projectiles are kinda all the same. Because everything uses the same amount of money often you don't know whether spend on research or new towers and that might cost you the game, so its quite frustrating. Mostly because the big guys are very unbalanced in the start. I had a bug on my second try that I started with 80+20 money and the game was more enjoyable for me and sometimes I buy things and it seems like money is added to me instead of removed,. Audio could usework as well on the towers, the streching sounds are very annoying.
End of wave 7 I got like 2.5k money is that a bug? Maybe the squid is telling me something but by the time I go to read it the message is gone.
Turrets on top right island near tha game border you are unable to click to upgrade.
Overgall the game is very well done with lots of features and good art and got me playing for quite a while.
The game looks fantastic, you can see its a beautiful game on the screenshots. However this game is unplayable at the moment. The first jump is already a test of patience, the checkered pattern obfuscates the scene depth even more what is a game that don't let you control the camera + has a 2D character in a 3D world, fog, while having you do platforming.
The second "trial" is a clunky mechanic that doesn't give you a chance to learn, and if a single mistake of any kind is made you start falling for eternity and have to restart the game. The tutorial textbox is hard to read, it takes too long to write itself, translucent background with a white skinny font.
I hope you take this as constructive criticism that you guys need to rethink everything about this game when it comes to player experience. If you wanna do combat and platforming while having a 2D character, you are gonna have to draw more vertical angles of camera view or be creative with sprite layering tricks, or lock the camera in a more isometric perspective. Gameplay is king, but right now you guys are compromising it for art convenience.
In the end I think this game has a lot of potential and I wish you good luck with your project.
Easily top 10 or 5 games of the jam. The care for animations and tooltips is exceptional. The biggest problem with this game is the lack of a timer and how tightly you get squeezed so fast. I almost gave up on it whenever I was just losing by a inexistent timer, and the quota meter its very confusing because the green bar is complete all the time. After round 2 theres definitely a meta to the game where if you don't follow you'll lose everytime. You cannot chose to not buy certain upgrades like a different catalogue due to RNG being so important, at the same time the initial speed is painful due to how grabbing and dropping the items work by sharing the same hotkey so I want to buy speed to get rid of this headache. I can definitely see this becoming a full game release. Congrats!
I think this game would be 1000x better if you wouldnt use the voice mechanic to move the packages. I think the for the customers its fine but for the boxes it just gets tiring really fast. Also not being able to rotate the packages can be really frustrating trying to fit things inside the room. Because of my monitor being ultrawide the button to start the game from the mic settings is hidden, I had to create a shortcut in the game files to start the game in another monitor so I could start the game. Overall a cool project tho.
Honestly this is the perfect balance on communicating your idea for what the game wants to be and not getting caught up on details of a restaurant sim such as recipes that can take a lot of development time.
I think the gacha idea is really cool and I enjoyed this part of the game and I imagine you could have a thing where you can boost them with duplicates and stuff. But the little animation for it makes it a lot less exciting that what could have been.
I can see you guys ran out of time because of some of the art in the menu and stuff, but overall this could easily be a full commercial game here on itch with a bit more development. Congrats!
Pretty difficult game, I imagine that those that are not gamers like myself wont have a great time with this. Theres no much progression, no life regen also, the camera thing when you jump is a bit desorienting. I beat the entire first floor and didnt have anywhere to go so I walked in circles for like 5 minutes trying to find where to go and gave up. But I think the biggest issue with this game is that sound is non-existent.
Really cool project overall with a lot of polish, amazing visuals even on the menu. Would be cool if you could find some crazy collectables in the boxes for each level.
Second opponent is the hardest of all, after this one I simply got health and health regen and stand there taking all the hits and beat the entire game. The biggest issue of this game is probably that some attacks are not well telegraphed.
Overall, absolute cinema, banger art, banger music, fun game.
Unfortunately my Legendary hammer of power bugged out and I couldnt use it or its passive didnt to damage in the end of the turn, and I tried to use it many times to the point the game crashed and I lost my progress. Great idea with the being the merchant thing, music is a banger as well.
I would say the text is quite hard to read, even the big letters in the kinda of tutorial is difficult to read because of the font and the translucent background.
I feel like its hard to have a sense of progress if you are constantly selling everything and using everything. Unless you can spend all your money on relics that all can be used together every time, the game feels like it never goes anywhere. Also why is the merchant going to a merchant? Should be like the "player" is trying to sell stuff to him.
This game definitely games tho! Congrats!
You can tell this game has soul to it, but the lack of overall polish detracts from the mood that the game is trying to communicate. Things like the lack of animations, to repeating tile textures, to the music not matching the visual style of the game. But most importantly, platformer games like these live and die on their movement responsiviness making the game feel fair to the player, things like custom gravity, input buffering, etc...
Overall a good project that I'm sure if had a little more time could have gone a lot farther.
Insane animations for this game... with voice acting! Both usually neglected in gamejams. I'll say I feel like only Gilbert really got in character for the role, and the walking back and forth is really bad. Maybe if the lifeboat was on the other extremity of the ship and there was less at best 3 packages to retrieve it wouldn't get so boring midgame. And probably the only reason we are able to retrieve the packages is because the thing get stuck in places a lot.
Also we love to see good looking 3D games in Godot! Lots of potential in this team!




