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schme

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A member registered Jun 02, 2020 · View creator page →

Creator of

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Updated after jam to fix the most glaring problems.

  • Tooltips popup faster
  • Tea brewing instructions can be seen by hovering over the order
  • Flow of time can be fastened temporarily, giving the player control over waiting times

More levels, it was way too short and the existing levels too easy! :D

I didn’t realize there were tower upgrades until the last level was just ending, so at least one more level that required them to pass would’ve been sweet.

Great fun to play though!

A fun bout, but quite snowbally. A very satisfying snowball tho!

I love the lowpoly + lighting + effects combination.

The gameplay itself could use more decisions for the player, maybe simplest would be to expose the potion throwing ranges, to give the possibility to target allies with the rage potions.

A well polished whole!

A refreshing tangent on the theme, and I do love the reduced-resolution 3D style. The level design didn’t repeat itself and both were unique. Having three levels might’ve brought the game onto another level of completeness, but that is of course easier said than done.

A great job overall!

This was a really fun game! Impatient me of course had to take a few rounds to understand that extras needed a cup in hand and such, but with the fast iteration speed that felt just part of the game.

Well polished and just the right amount of juice to make a it feel great.

I had fun with this, nice job! Great twist on the theme. The reward screens were very cute.

Hi!

Error sound is a good addition, the warning itself was added as a last-minute guide to give any feedback for the requirement, and sound would help. Giving feedback on tea state would probably also make it more fun. Either that, or make the instructions easier to access.

Which tea is brewing can be seen with a hover tooltip on the cup, but didn’t have an idea how to make it more discoverable.

Time scale is x2, so 4 minutes is 2 minutes real-time, but once the game gets going there’s not much idle time despite the longish wait times per order, so the pacing needs a larger overhaul to stay playable, but more fun!

Most of the rest are things that I had in mind for the next iteration step, which I couldn’t get around to. I need to setup some components in advance in order to get these jam projects running faster 😄

Thanks for playing and the thoughtful feedback.

I love the graphics style, the main menu is so pretty. The gameplay is fun and difficulty well placed. A refreshing interpretation on the theme as well. Great job!

Not being able to reset the potion is a fun twist in this. Could’ve used some hints on what exactly is being added, maybe expose the (assumed) points system, since the game has a limited runtime anyway.

The simple physics mechanic is fun.

Great job!

Oh wow, an amazing job. It was really fun, even before I realized I can’t just smash in all-the-boba and ice on top of the cup isn’t really good enough for the customers.

Lots of fun! Clean game flow, good interactions.

Towards the end seemed to hit a bit of block. Couldn’t find anything for nightshade, and wasn’t sure who wants certain potions and how to make the ones customers wanted. This led into slow accruance of money, and night shade is expensive :D

Three+ ingredient potion making also got a bit weird, should’ve used a notebook…

A well done game! Great atmosphere, had fun playing.

Using the same resource for serving customers and getting new ingredients is kind of interesting. Not sure if I didn’t play far enough, but money didn’t seem to play a factor outside of gating events, so would’ve loved to use some of that to get more ingredients.

Knowing what customer wanted didn’t really benefit the player that much, as the tendency is then to always keep that type in stock, hindering progress in finding what others want, creating a bit of a rift between progress and accomplishment.

Played to the start of day 10.

I like the color use, and music gave a fun vibe to the familiar setup.

Absolutely loved the game. Every aspect of it was top-notch and felt polished. The ratings felt logical and I couldn’t wait to see what the newspaper reported the next day.

The only hitch was that I accidentally kept employing an animal after checking them out. The flow going something like: check an animal (needing to click), go click a job to check its description.. but that employed it, and checking the job was just a hover. A minor thing, it gave me some funny accidents, but could be fixed by making the “employ” action more clear.

Thanks for the game, it’s great!

I had to force myself to stop. Incredibly well made one-more-day-week -game loop. Very clean, cozy and appropriate visual style. All the important things had audio.

I enjoyed bargaining, so the one thing I was left missing was to clearly see the difference between the starting and final price. A visual cue in addition to the audio cue for whether you won or lost the bargain, would’ve helped as well. But these are minor things.

Thanks for the game, I enjoyed it plenty!

Got lost in to the world and its troubles. Very immersive, I enjoyed playing the game very much.

Thanks for the entry.

Well scoped entry! The game mechanic is clean and well done, good job.

I would’ve enjoyed some breathing room and pace changes, e.g. spots to sit down at for awhile. Often it was hard to tell whether the bullet is going to hit, making short bursts the better, unpenalised option.

It’s a good, clean entry though, with plenty of ways to expand once there’s more time.

It was very fun! Turns out I had even more fun when I died, and the enemies stopped hitting me, letting me just barrage them with buildings.

The idea is cool and implementation well scoped. Very nice job!

Great use of the theme! I liked the music and the idea. The intro vibes were a heady mix of misery and inspiration.

The linux build is missing the .PCK file, but I yoinked it from the Windows zip.

Ooh I had fun. The fishing mechanic is fun and well made, just juicy enough to want to keep fishing. The premise of the game works and audio doesn’t get in the way. I like the character model and design for the contrast to the environment. Graphics work together, and there’s a good amount of juice in there to feel interesting.

I like the idea and world theme, although couldn’t get past wave 3.

The melee char is hard to use and the dodge-slam combo is difficult to pull off. Allowing movement during the attack, or reducing player attacks windup could be options!

Otherwise, nice little arena combat.

A fun and cozy adventure!

The game has enough catty feedback, audio and animation to build immersion and have the player well in the cats world.

I spent way too long staring at the start screen before moving forward to main menu. Having a hover effect on the paw might’ve helped my daftness.

I agree, I wish we could’ve brought in the structure and flow a bit more. Adding actual walls, giving more directions and beacons for the next steps or content to empty places.

Thanks for playing and feedback!

Thank you!

I made the itch pages note on the bug more clear, with instructions on how to get rid of it when it happens. An unfortunate side-effect of some last minute improvements.

Happy you got that far!