That one is probably the trickiest.. it's surrounded by the blue sky to blend in.
Look closely at the last screenshot if you want a hint
Haha the blue flower was definitely a little evil of me. >:) I was trying to put it somewhere that had blue surrounding it, which ended up being the castle..
Although the frog placement was not entirely deliberate, you definitely were playing the game in the most efficient way! The game becomes infinitely easier if you don't try and look for a specific item for too long, since you'll end up finding it when you're trying to find something else. I could definitely see the castle being overlooked, maybe I should have added some more visible items up there. Although, I think the extra challenge definitely makes the scenes much more rewarding so it worked out in the end.
Thanks for playing! I'm glad you liked the art, making pixels look sexy was definitely a challenge.. (the witch is my favorite as well btw <3)
Really great presentation! Big fan of the "2.5D" movement. Also, really liked the how the unlocked scenes were interactive. My only complaint is the gameplay gets a little repetitive. Even just changing the keys from "O" and "P to some other sequence for certain events could have kept it more engaging.
Great work on delivering such a polished experience!
Very unique gameplay concept and also great job with the gradual progression! As others have mentioned, it's not entirely clear when something becomes unlocked or what the items do. So I kind of just kept choosing options until they worked without much thought.
I really liked how you established a relationship between the two, the dialogue was definitely a highlight. Good work!
I like the idle sim concept but the gameplay is pretty simple. If you just go for the attraction upgrades before the coin upgrades, you never run out of people. It seems to also go on forever, but the gameplay never evolves. Maybe have a minigame during the animation where a higher score = higher payout / tips from the customer? Could even just be clicking on certain points of the character during the event.
Also consider adding new NPCs, animations, or some sense of progression the further along the game goes to keep things from going stale. SFX would also really help the presentation and horniness factor a lot.
Looking forward to the future updates, keep up the good work!
Wow, awesome presentation. Everything from the SFX to the animations was super polished. The gameplay is simple but the different variants keep it interesting, almost like a WarioWare experience. I don't think there was an ending scene (maybe I was just bad), but I think this game could really benefit from rewarding players that beat certain thresholds with different ending scenes.
It was really satisfying keeping a combo (and painful losing it) so great job on making that feel impactful. I also really appreciate the playful and chaotic nature of the game, really makes it stand out.
It took a little to get the hang of it. I think my problem was the difference between left and right attacks was much harder to see after stealing the sword. So waiting till the last second to steal the sword definitely helped.
Really liked the game over screen changing over time, very nice touch. I think a tutorial or at least walking the player through their first pickpocket would've really helped me understand what to do. And of course, simple attack and pickpocket SFX would greatly improve the experience so consider adding some if you plan on updating this.
Great job executing on such a unique concept!
Very short, but super cool concept that adheres to the theme. Can definitely see how this would quickly go out of scope (especially in 3D) so good job having a playable demo.
As others mentioned, the scene definitely needs other angles or at least more variety. It also would've been nice to know more about who I'm jousting, either through some description text or dialogue before the joust begins. Otherwise all the jousts might start to feel very similar to each other. Good work overall!
Definitely needs some form of interaction. Even choices that don't impact the story but slightly change some of the text output would drastically improve the gameplay experience. Multiple endings from different choices would encourage me to replay the game, especially if there's a tracker that tells you how many endings you've unlocked.
I'm personally not a big fan of text games, but it's presented nicely and on theme so good job with that!
Thanks for playing and I appreciate the detailed review!
I kinda threw in the rocks, barrels, and crates last second so definitely should have done some more visual distinction. Fixing the colliders and adding a different highlight color probably would've helped a ton. I definitely should added a hint system for each NPC if the player can't find the next object they need - maybe a circled search area that narrows down where the object could be..
[Spoiler Warning]
Last time I checked, all quests can be completed to see the Queen's final scene. There is a white flower next to the queen (first item you see) and one next to the glasses on a crate. All of the coins should be under rocks as I tried to hide items of similar categories in similar places, might need to zoom in a bit to see them though.
I agree with all of this, it can be annoying to move. For the sake of the jam, I don't want to introduce any drastic changes to the gameplay, but I like the ideas a lot. The repositioning idea was actually how the game originally worked, but was a lot more bug-prone as I would have to deal with drop zones, collision boundaries, and gravity for objects. If I reworked this, I'd probably just make all objects physics-based to get this idea working...
I've added a hotfix to address some of these issues:
- More than doubled the time it takes for crates, barrels, and rocks to move back to their original positions
- Made coin colliders larger to make them easier to grab (grabbing these were a pain for me lol)
- Decreased camera movement sensitivity, making it easier to drag objects like crates and barrels without the camera also moving. This consequently makes scroll a lot more important in movement, for better or for worse
Hopefully this improves the experience, I have the original build as a backup in case this ends up making it worse though
Side Note: I'm not seeing the potion bug however, the witch requires an empty flask, some potion ingredients, then a fully made "love potion". So it's two different glass bottle assets although they look very similar to each other.
I appreciate the useful feedback, thanks for playing! :3