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Shane Gadsby

50
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14
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A member registered Mar 09, 2013 · View creator page →

Creator of

Recent community posts

Absolutely adorable art and vocal work, really great dialogue too, great work!

Thanks, I think she had a great time making them haha!

The beachball does work for the seal, but there’s a few different seal encounter😉

Congrats not only to InCollectable, and the other 3 runner ups, as well as the folks behind Habubis Trading Card Inspector, but everyone who got a game in!

I played all but a few and had an absolute blast seeing the fruits of everyone's hard work!

Great work on hosting @b3agz, I'll definitly be back for the next one!

100% agree, I really should have added close captions for the audio, and at least a zoom on the models.

I'd scrapped an idea to have docket/receipts, but it would have been much clearer what was going on rather than the ledger idea...

Thanks for playing, really appreciate it!

Very cool idea, part retro arcade quarter-eater, part rhythm/matching game, really great work!

Really fantastic aesthetic, and great all around concept!

Really great work!

Great work overall!

I liked what you were going for with the rope/grappling mechanic, but either I'm absolutely garbo at it, or it needed some extra tweaking, as I feel that could really have been a core mechanic, but it was very difficult to continue your momentum when using it.

Really well polished, especially for having submitted so early!

Absolutely great work!

I really like this take on the theme, and the artwork was pretty good, I also loved that you took the time to spruce up the store page, nice work!

A super cute game, great work!

I usually don't play the .exe games, but I'm glad I did!

Loved the meta humour, and the spin on the classic coin pusher arcades, and unlike lots of the other comments, I think the controller was great, like deliberately bad-good!

Great artwork, and loved the breeding mechanic!

I also have a huge amount of respect for folks who can gussy up their store page like that, great work!

A really fantastic take on the theme, such a tight core idea that was really well executed!

Great take on the theme, and for having a game that plays on mobile too!

Loved the names for all the "items" super funny!

Love the idea of an auction of garbo items, brilliant work!

Absolutely amazing, really had a blast collecting all the non-collectables, and genuinely laughed when I collected the first cloud!

I'm super bad at minesweeper, so my score was abysmal, haha!

Really amazing work for such a short time, great work!

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A fantastic take on the cookie clicker idle genre, loved the concept, and the artwork, really great work overall!

Bonus points that it works on desktop and mobile!

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Thanks heaps for playing, and even more so for doing so on stream!

I've heard so many folks say the first customer is a jump scare, but I swear that's not intentional, just my natural bad game design skills, haha!

Subtitles were unfortunately left on the cutting room floor due to lack of time, but your right that the accent is pretty thick, on top of the phone effect, so I should have prioritised it higher for sure.

Thank you for giving it another shot, I really appreciate it!

🤣

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Ah crap, looks like I built the game using the new unity 6 WebGPU render stack, and it appears that Firefox has not rolled support for this out fully, and so the game appears mostly black.

I know it's a lot to ask, but would you care to try it in Chrome (or other similar WebKit browser)?

Otherwise I've re-built it with the WebGL 2 .0 option instead: https://schme16.itch.io/davos-discount-gallery-firefox

If I could update the game I'd just rebuild it in the standard render stack, but the game is of course locked for judging.

Poor guy, he really needs to just shave it all....

The game was actually originally built to do exactly what you describe, with every letter you fail tipping you over a little, until a certain number of failures would push you past the balance point, but I decided that it might be more "theme consistent" to set the number of failures back to just 1.

If I'd thought about it more I'd have had the option to choose between standard  and "challenge" mode, standard would have been the 3 failures, and challenge could have been the "no failures".


Thanks again for playing, I'm really glad you had fun!

Ironically, I ran out of time to have the keys fall in their QWERTY column positions, so everyone had to do the key hunting haha!

I nearly directly said JSRF, haha!

Thanks!

I very seriously considered making it a "type this word" game, but liked the flow of random letters more (and it was quicker to do, haha).

I wish that I'd put the effort into splitting the columns into qwerty keyboard column groups, so it felt more natural that a q always apears closer to the left, and an M closer to the right, etc, etc

Mum said it was my turn with the typing mechanic XD

You could be right about the timing, I was adjusting it all the way up until the last few minutes before the deadline, could also be a glitch due to framerates, as delta time is used in that calculation, and the game definitely needed some more time spent in optimization (my draw distance is too low, and I didn't decimate/optimise the the models, checking post submission showed shadow textures were defaulted to 4k?! Whyyyyy! you barely see shadows beyond the general forest blob!)


Thanks for playing, I appreciate it!

This is seriously great, I just wish that real printers could be fixed like this!

Absolutely fantastic artwork, and models, like playing a Dreamcast game!

Really lovey work, seriously beautiful!

Really great design work, and the character controller feels pretty nice too, great work!

Definitely some latent inspiration from my early days playing Mavis Beacon and Mario Teaches Typing, haha

I really appreciate that!

Great work on the game, and going the extra mile to make a nice submission page too!

I was able to beat most levels, but I noticed a small bug that made a couple unbeatable: If you kill an enemy that was needed to extra bounce, they often don't respawn when you die in that room, and requires one or two more deaths to show up again.

I also had an issue where when I pressed the escape key it crashed the game, but it's not like the game asked me to press that key, so that's probably on me, haha

Other than that, great work, lots of fun!

Really great puzzle mechanic, I spent longer than I'm willing to admin trying to solve some of them, but had a great time just the same!

Awesome work!

Thanks, and although it can pretty intense towards the latter parts of the game, you're absolutely right that getting the feeling of intensity tweaked and balanced would have done a lot for the game!

As always there's lots of "nice to have"s and "if I have time"s that didn't make it in, but I was pretty happy with the  result, and I'm glad you liked it!

The on screen gui aren't buttons, just guides for what buttons do what (underlined button is the shortcut key)

Sorry about the confusion, we've updated the controls section to clarify things:

  • WASD + Mouse for freelook camera
  • Q + E for camera up and down
  • B to begin a day
  • P to open the gift shop unlock store
  • U to open the park upgrades store
  • M to close menus
  • F to Fast forward
  • Y to Skip Day

Thanks for the feedback!