Nice one, congrats on the release! simple and silly, just what i expected :)
I of course love the name generator! and would ask for more oregon trail events/references.
Congrats on the game, it rules! great music+sound, character and environment art, dialogue, and a strong base for building up more mechanics! I got the first 2 home upgrades :D and loled when I was praised for my tall fishing skills.
what’s there is great, and i want more of everything! minigames, going into more buildings/my home, more neighbors, etc. day/night lighting would be fun as well.
It’s in great shape for so many folks in such a short time frame! Congrats to everyone involved!
Thanks for playing! I’ll think these things through when i get around to a proper version of this.
Part of me wants to create a ‘lazy’ block-faller where the pace is up to the player (or just click to place the next piece), so i didn’t push too hard on the speed yet (and you can just press up to move pieces back up the board while they’re falling).
Perhaps I’ll break out a game mode for folks who want to be on a fast-falling clock, but I hope to give space+time for patiently setting up combos - I’m curious to design a tetris/puyo variant with a different approach to that time dimension.
We’ll see, I hope to re-approach this by the end of the year!
This is really cool! I made it to level 3 on my first go, but never got the defogger working, maybe i was supposed to charge it? I’m really impressed by the feel of the UI components and the reward screen, and the gameplay/art/sound/music are all great. nice work!
One idea is presenting the player’s stats after they die - i was hoping for a nice gameover screen b/c of how good the reward screen was
Thanks for playing! The sharedArrayBuffer support is a flag in itch’s web options, so you’ll want to make sure that is checked. otherwise i still had mixed results based on browser/operating system - very glad to hear it worked well enough for you!
I can dig more in my notes if needed, let me know if things still aren’t working for your game.
I’d never heard of AGS, but I love checking out a new game engine (new to me, anyway)! I was able to get it running on linux and play the game from source :)
Fun little play-through - it’s cool how doing the ‘same thing’ again suddenly has more meaning because of the differences - e.g. the second twin has one egg, vs the ‘full’ meal we just cooked for the first.
Nice colors and writing, thanks for submitting!
Thanks for playing, and I’m glad to hear to you made it to the end! I wasn’t sure if levels 5/6/7 were too hard or not. I’d like to include some proper challenges for the two player levels, I think a future release will explore that more. Agreed re: the final level, it was meant to be more of a victory lap than a challenge - i think it would pay off more with more challenging two player levels building up to it.
Thanks much playing and for the feedback!
I enjoyed dropping in the simpler levels - I’ve learned the too-hard-too-soon problem in a few game jams already, but this is one of the first times I’ve actually acted on that lesson - gotta remember that the simple levels are still fun. I think b/c puzzlescript levels are just a few lines of text, it was very low-lift to add a few in-betweeners. I think the curve of tougher puzzles could have been smoothed out a bit, maybe in a v2 release. Plus we need more two-player levels!
I can’t run windows games, but I was able to clone and run it from source via godot (after installing fbx2gltf) - thanks for sharing the code! I’ve been nervous to get into 3D games and assets on my journey so far, so it’s nice to poke around a bit.
I love games with multiple seasons - great choice to explore. It’s a bit tough to navigate, but I think with some camera work and a few fixes (like preventing the player from falling off the sides) it could feel pretty good!
This game rules. The music, and the dialog! Lots of lols! The monster art is ridiculous. I was very happy I switched to full-screen mode before the first monster interaction, in which a finger-spider gave me their peertube handle :)
Excellent work, feels really authentic and was fun to play and explore! I played through twice :)
A cool idea! I could see this being interesting to add more levels to. One idea/strategy for the player could be following the ‘enemies’ around, like a guide that you can’t touch - that might setup some nice risk/reward if the goal was getting to the end fast-enough. I could also see you explore some subtle clues/hints when there are nearby objects from the ‘other’ vision.
I’m not sure if there was supposed to audio (b/c there was a credit)? Maybe it was just my machine/browser not handling it? (firefox on linux)
Thanks for playing! I appreciate the added detail re: the art, and I agree, it’s a bit of a mess, so getting some reasons + input helps me figure out how to improve.
An open map is an interesting idea - I really just threw the levels together to give players some more spaces for the mechanics, but maybe it wants to be world or map-based after all.