yeah the UI was an issue, we didn’t have time to fix it or maybe we prioritized some stuff wrong.
Thanks for the play!
haha, that 10th level really is the last one indeed, it’s also the hardest by far.
The ui was supposed to be placeholder, I just couldn’t get around to improving it. I agree it’s an outstanding issue.
Would have loved adding sound effects, it would have been very meaningful, we ran out of time though unfortunately.
We’re so happy to see so many people thinking this silly idea can turn into a full game!
we had considered a deadlock ui. Fun fact, with the game as it is now, we have deduced that in any step that no bunnies move can actually be immediately classified as a deadlock, so no need to wait!
We didn’t go ahead with it because through playtesting with various people we found it was pretty obvious for most that a deadlock was not a solution. Playtesting did a lot, we had many outstanding issues that we saw through playtesting.
Sound effects were planned! We had to submit an hour early, and just ran out of time. I agree it would have added a lot.
Thanks a lot for the compliment that this silly idea can turn into a real fully featured game!
The UI was really rushed through, indeed. It was our first time doing pathfinding, and the shelves ui proved a bigger challenge than we thought. That was supposed to be placeholder ui. If I had another pass at it I would ditch the wood aesthetic and keep it simpler.
BGM was actually a prerecorded melody that my jam mate had prepared and didn’t use for months - we felt it fit well. we were going to add sound effects but submitting an hour before because of an event we had to stop for limited our ability on that.
Yes that bonus level is the last level! And it’s really difficult. We think the solution is really elegant :) it makes sense you didn’t have time to solve it, we didn’t expect anyone to solve it really.
Appreciate the detailed write up! Glad you had fun with it.
First of all the title is very funny (but i didnt see any re;zero references other then the title, unfortunately ): )
gameplay was fun! the game was unexpectedly really hard. shooting carrots proved too inconsistent from me, so my strategy was to just get the 12 carrots as fast as possible, get the autocannon and i could survive off that.
I didn't really get how the farmers are gained? they just sort of arrive. I had a lot though, it felt pretty great
Good job on this one!
Its clear and felt that AI did most of the stuff here. The idea is solid, but the game itself lacks any gameplay other then pressing a button and waiting to collect. The boom/sell dont really matter and the game wants the player to wait several minutes to farm one vegetable. In my opinion, its barely a game.
I hate to be so critical, please dont take this the wrong way. Not many people have the courage and spend the time needed to join and submit a game to a jam, youve already surpassed a lot of people in that aspect!
I hope you try again and this time try to implement more stuff yourself! AI can be valuable, but its best used as a learning tool and not a full on making one.
Looking forward to see what you can do! The process is 90 percent of the fun.
Its nice! I feel that the overwork mechanic was not really explained - that bar above the donkeys represented 'hunger'? and when it would fill up they had a chance to escape? I didn't really get it, could use better symbolization that thats what it is, because they still got to that "hunger" state when they ate carrots - which was supposed to be the rest place?
Other then that it was fun! I liked the fact you got a constant supply of donkeys which you just continue to overwork. The upgrades themselves felt meaningful. Great entry, good job!
The art was great and charming. I gave it a few tries, and after a run with good RNG I managed to get a few upgrades before being defeated by the rock
Before I managed to get that first upgrade, my runs were decided on RNG alone, and in order to even get rolling you need some pretty good RNG, unless I missed a mechanic that allows you to somehow control these events?
It was cool to be pretty stressed about having a big pile of cash and wether or not my ship would make it before being plundered by pirates for half of what its worth, but I also didnt control these run-deciding moments. I think its a great setup, and with a little more time and a ways to control/lessen the amount of control RNG has on the game, it would be a winner.
Great entry nontheless!
Okay I played this one until my PC lagged
I had like 12 workers and a lot of land and I was making a lot of money
Great fun! excellent entry. I don't know why the browser scaling was a bit weird.
I feel like it would greatly benefit from more unlocks, as the only unlocks are the two other seed types, but honestly it's very impressive you managed to cram everything that was in there in there.
Wow thanks for the expansive play!
I tried fullscreen but it didn’t scale well.
The last level is a really elegant solution (we think)Note that it’s the same level as the previous one but with five instead of six. A small hint is that this level isn’t possible with six bunnies.
Another hint is that the solution involves a loop, similar to level 3 ;)
This was actually a really fun game! I had my all legendary roster at the end, thank you very much. I would love a shortcut, maybe shift lmb, to transfer rabbits out of the break room and back into it. Also i would actually vouch for removing the heal mechanic, it makes the burnout matter much less.
Great submission!
Hell yeah age of war is a legit classic and it's obviously an inspiration here. It's a cool game, but the camera i see is done programmatically and there are no restrictions on it so you can just veer out of bounds which is weird. Also, by the end i was using pyro units but i believe they took too long to train? it appears that the enemy spawns more units the more time passes, but eventually that reaches a level that i just couldn't fight back...
I would look to the original age of war to deal with this, it solves a lot of these issues very nicely!
this is a great submission, liked it a lot!
This is a cool game! I liked the run and the jump. I feel that the intention was to have a wall jump, but the implementation of your jump being available every time you touch a block was a little awkward to get used to. Consider checking if the player was on the ground?
Also, having sprites for the jump/fall that have directions would be cool, every time i stopped moving/fell/jumped the character would look straight at my soul, which was interesting.
All in all you've done well!
Whew. The QWERTY-Confusion thing took me for a spin there but I got it eventually.
Cool concept! On the first level I found the jump a bit too janky for those block jumps so I just glitched through the blocks.
Another thing - the audio outputted was positional? you move away from it a bit and you can't hear it anymore...
Overall great for your first entry!
Oh this is a cool concept. Very cool use of the theme, although it would be nice if your actual scale actually mattered to gameplay. Maybe giant snake arms breaching the hull... 96 hours isnt long enough for that.
I had fun with this really difficult (as it seems, unless im missing something) game. I was getting overwhelmed only a minute after the fight began!
Also, it seems you're keeping your player health and boss health on some global script. When I lost and got into the game again, the HP state was retained and I lost on the first hit I received, so the game required a reset for that.
BTW, you had the cool robot art with the cool points for when you need to fix things, but I think making that a full minimap would help a ton with navigating the robot.
Overall really cool idea that I think can actually be exapnded upon quite a lot!
Best of luck
Cool! But as others have mentioned, it seems the grappling hook speed does not account for framerate, and you probably played it vsynced or something?
This is really unfortunate because it does seem there is something really cool here.
Also I got softlocked on an edge of a wall and cant for the life of me get out of there.
Top marks for the music here! It's really cool and peaceful.