Also might want to add something to lock the mouse in the game area. Now it easily wanders off on to the second monitor.
Scaraboo
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Otherwise seems like a fun little incremental game. Not sure about the tags though since I didnt find a lot of adult or nsfw content to be unlocked, or atleast couldnt figure out what route to unlock them from. With the money from the infinite busking I could unlock everything available, but there wasnt a 'dating' option or something akin to that which I was kinda expecting.
Fullscreening the game breaks everything.
The game draws in original aspect ratio but draws the game world in a weird warped way on the rest of the screen, so monsters arent really where they are.
Also the UI disappears so you cant see your skills or health at all.
Also some monsters like the ghost and exploding one will spawn right on you, which only makes matters worse if you take the movement speed upgrade, so you're guaranteed to run into them before they die.
Its a fun little game, but some very odd design choices make the experience not as painless as you would expect.
Firstly, constantly having to move diagonally, while aesthetically more pleasing, is quite nauseating after a while. Its fun to look at the bunny from somewhere else than just the back, but the cognitive confusion when moving is hard.
Also theres a odd pause after every time you pick up an egg, which disrupts the gameplay. I think this pause is a side effect of something else though, because when you finally pick up the last egg, there's a good 10 second delay before the game finally says you won.
Overall it is what it is. A seasonal trope game thats not meant to be too serious, but I hope these issues arent replicated when and if the dev decides to make something more serious in the future.
The danger logic doesnt work nearly every time. Sometimes a blank square can be next to a tile and there can still be a monster there. Also sometimes when the square recalculate their danger, they stop taking into account already marked dangers and throw you off. I like the idea but the execution is just a mess.
"Remake" is a very strong term to use when there's really nothing renewed. It's just classic tetris, but worse from modern standards. The speed picks up so slowly you only feel the difference at around level 18, so when the game is almost over. What makes the progress even slower is the missing quick-drop function.
Good as a programming practice work, but would require devops to refine.
The smoothening of the controls and the floating movement from left to right makes it near impossible to make rapid placements. Often times you'll get pieces stuck in where you didnt want them because the momentum of the piece wasnt done yet and still had one pixel left to move until it registers as being where it should be.
Also, I highly suggest you get a friend or AI to help you with the translation, because the dialogue as it stands is just ridiculous to read.
A bit rough around the edges but the sprites look good and the game plays fine. I enjoyed it.
I did find a bug though, where the defensive items can drop behind the tower icons where you cant click them.
Also, there seems to be little to no cooldown after a tower gets desroyed so you can pretty much immediately just put it back when it is destroyed, sort of negating the whole function of them being able to be destroyed.
Also when I got a reward from a boss of a tower level 4, which I selected and removed my currently existing tower of the same kind but lower level the subsequent level ups for that tower seemed to start from level 0, even though the tower showed as being a higher level.
So some issues here and there, but overall still an enjoyable experience.
Ok, I found the hidden button in the wall, but how having a literally invisible puzzle element without zero prompt just doesnt seem like a good design choice. The rest of the puzzles were understandable enough as soon as I got to them, but that first one I seriously recommend to have a ponder on.
My first insticts were to try and interact with everything that LOOKED like a button, like the back of the chair on the top half or the machinery around the room. I thought, this is the first room, the introduction, surely its going to be something very basic to get you going into the rest of the game and get familiar with the mechanics. How wrong was I when the solution is to walk into a random piece of the wall with no prompt no hint no nothing but just blind luck.
E: Ok now I see it. But the button on the mirrorside is very much so on the edge you really cant tell its a button. Thats why I didnt notice it even on multiple run but now I finally caught a glimpse of it by accident when I wasnt fullscreened.
I just checked and you're actually right! What the hell? This is a complete personal Mandela Effect moment for me. I very distinctly remember Small Straight always being five dice. Well, I guess I'm the one with egg on my face on this one.
I just tested and the game does recognize all 4 dice straights as small straight, so yeah, works as intended.
The feeling of slowness seems to stem (atleast I personally found so) from the workers having this odd cooldown between opening doors. IMHO they should just dash from door to door whenever one is available instead of standing around for several seconds in between. Otherwise the speed upgrade just kinda feels like "meh".
Otherwise I like the concept of an incremental game about doors! Very interesting.
Because it doesnt invalidate anything. I'm also not getting angry about anything, dont know where you picked that from, maybe projecting something?
In Yahtzee the Small Straight is 1,2,3,4,5 and Large Straight is 2,3,4,5,6. Both have 5 dice in use. In this game, Small Straight is 3,4,5,6 and Large Straight just adds the 5th die to it. So to make more sense, they should rather be called Short Straight and Long Straight, instead of the now confusing Yahtzee-derived naming scheme.
Its the same thing if Full House was suddenly 1+2 instead of 2+3. It just wouldnt make sense to name it the same if it doesnt follow the same layout.
