Hmm, after playing around with the UI a bit it seems there are a few bugs when sending input during transition animations (for example, if you enter the customize screen, then quickly switch the selector to another option and select it before the animation is over, you'll have multiple screens overlayed). I'll be working on a fix that should hopefully handle every such case.
Shenanigans Games
Creator of
Recent community posts
Love the art, things fit together and are easily recognizable considering the color/resolution limitations.
The game reminds me of UFO 50's Porgy, and in a similar fashion to that game I'm pretty terrible at getting good results out of runs, I keep running out of oxygen haha.
I ran into a bug while drilling something, right as I finished drilling I ran out of oxygen and instead of dying I got stuck there, unable to move the ship anymore.
Related to that, it'd be super neat if there was a save feature to be able to resume playing later on (in my case, after encountering that bug and refreshing).
All in all I had a pretty great time!
Thanks for playing, the bomb location is actually something I took into consideration, blacklisting the position right above the hole and the two adjacent ones. However, I realize one thing I haven't done is take that into account after I added gradually increasing speed (thus making the jumps effectively wider) - increasing the minimum distance between bombs and holes would have probably made it less frustrating to deal with at the same time. Currently, the way to deal with them is to time the jump in advance so the animation ends before reaching the bomb.
Thank you! I also think this could be expanded on somehow, it seems like it could be a decent multiplayer party game (possibly with ore than 2 players) with some adjustments and playtesting for balance, or something closer to Buckshot Roulette with some worldbuilding elements.
Another inspiration I had for the minigame is a bit obscure - in Trivia Murder Party 2 from The Jackbox Party Pack 6 there's a minigame where certain players get to poison chalices and others have to drink from them and ideally pick ones that aren't poisoned, which is pretty similar to what you're doing in this game.
Hmm, something to adjust the animation speed would definitely have been useful. I made it rather fast due to being used to fast mode in various card games I play.
Another thing I might add is more intricate animations to make it easier to figure out what is going on. If I had enough time, the cocktail card was supposed to visually pour contents of the chalices, and the toast card would actually clink the two selected chalices...
Thank you for the feedback!
That's a good idea, there's definitely some extra feedback I could add for various events and that's one of them, I think something like the ice cubes starting to crack would be a good indicator, and would properly display the fact that shooting them again resets the timer.
Thanks! I'm hoping to publish more in the future.
Really enjoyed the game, actually finished all the levels, really love the menu that mimics the Nokia regular menus, the little touches like the tire marks and sounds once you reach a certain speed.
When it comes to the level layouts, level 5 gave me a little bit of trouble as I wasn't sure I could cross the line to the left of the parking spot. Similarly, in level 8, I expected I had to go left instead of right as the last turn. Additionally, there was some empty space there that made me believe it was the right way to go. In general, the unpleasant losses were due to hitting something that wasn't visible in the screen I was currently on. However, I got through all the levels! 10 took me quite a while to adjust the car.
I also identified two technical issues - on Firefox, the size of the phone's screen doesn't scale up. Also, after failing a level in the 'Replay Levels' option, the failure message shows up. You can rapidly skip it, but if you do, after a few seconds, regardless of what you are doing, you will be sent back to the main menu.
Thanks! I actually noticed the difficulty isn't in the best spot and didn't have time to make adjustments to make it easier.. This is partly why I made the game generous with restoring your extra lives when finishing waves/levels, and why there's a level select allowing you to choose any of the 7 levels to start from. I managed to finish it, but that's because I kept playing/replaying it to test it, definitely a lesson to get others to test the game as well and get a better idea of the difficulty.


