Thanks FlyinnPenguin for playing!
sovium
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Hey bronixes, I tried this again and now I managed to play it, like I said on laptop I could not move, but on desktop I managed to play, here are my notes for it:
- I think the "inspect item" menu on the right should be closer to the center of the screen, because the stats on items is important. Or if that is too intrusive then maybe right click would open it to the middle of the screen?
- The music and UI feel very in Place and the Graphics of the game are nice and consistent. I spent quite a long time just throwing stuff around and tried to throw the cat out of the window etc before I went to the cauldron.
- I think it would be nice to bind a potion to the right or something so you could always see the ingredients you need for the next one
- Is there an end goal to the game? I feel just brewing potions one after another is not that satisfying right now. If the game is just that, then the process should feel more satisfying with cool animations and sounds etc.
- Also one side note is that i didn't find a way to see how to make something "Warding" or "Soothing" as some customers wanted, and not sure if that even matters if they accept it anyways.
Hey schme, what a cozy game you have there, here are some comments about the game:
- Some error sound would be nice, the text can be easy to miss when you need to do something
before for example. - The time for the tooltips to appear should be shorter, I didn't realize you can see the brewing times and degrees in the tooltop. I think it would maybe better to have some kind of visual or audio indication that the tea is ready or gone bad, at least i would have preferred that instead of having to remember the times. Also is there a way to see what tea is on the table brewing? Because it would be much easier to manage the brewing teas also if I could see it.
- I think the times for both the orders and teas could be shortened, 2-4 minutes in game is very long in my opinion
- I think the game also needs more life, maybe customers coming to pick up the teas or people sitting at some tables talking or something.
- I would love some sound effects for the kettle, cold water and maybe even starting to steep the tea also
- One small mention from me is that when you start the game, you get the orders top right, but myself for example I don't know anything about teas, so I had no idea what it means that there is just "Assam" progress bar ticking down. So maybe having some text like Orders: or something would have helped there, but I did figure that out quickly that those are the orders.
Overall I enjoyed the controls and graphics and vibe. The game feels cozy with the music and cat sleeping. Everything seems pretty intuitive apart from that tooltip thing I mentioned, because that is quite important to know the steep times and temperatures.
First I tried this game on my laptop and noticed that I can't move the camera with the laptop trackpad, so I could not turn around to do whatever is behind the counter. The resolution of the game is also not working very well on laptop when running on the web. It bleeds over so I can't see the whole game and on the main menu, the background is misaligned so that the menu is half on some grey background and I can see only part of the menu background.
I'll test on my desktop if I can get a better result.
EDIT: On desktop here are my notes:
- Options does not work in menu
- Mouse only works in desktop build
- If you go away from the coffee maker or any of the other applicances while its working, you lose whatever it made and have to do it again it seems
- I think it should be clearer that the cup goes into the servers hand, i was confused for so long that where does my coffee go
- There does not seem to be an end goal, if the game is just a simulation then I think the actions you do should be super satisfying with satisfying sounds and animations.
- How can you lose in this game?
- I don't think you need to be able to go outside as there is no real purpose in going there, just confused me that can i do something there
- The restaurant itself looks pretty lifeless, maybe the customer could go sit down after they receive their drink or something
- There should be some kind of rewarding animation or sound when you serve a customer correctly
- All of the customers just bunch up at the counter just walking in place when there are many of them
If I understood correctly the idea of the game is to navigate the map to find the sensor data and avoid the red things. But each round you also manipulate the red things. This idea is very cool to me, but that was not super obvious even with reading the tutorial. I am a sucker for visual tutorials so would have preferred an example round or something that explains what the dangers are etc. I could actually go through everything and the game ended at the end when I found the last sensor data. Not sure if that was intended because I thought I was supposed to avoid the red stuff.
Overall I think the idea is great, just would have preferred the 2d map view only and maybe a bit more hands on tutorial. Great work!
Here are some notes from me:
- In the main menu some of the white text gets lost in some of the backgrounds
- Same thing in the pre game menu, maybe it has something to do with the retro effect also
- I went back to menu from the game and the menu links didnt work anymore
- For some reason I had a hard time understanding the end goal of the game
- I feel the switch from the map to 3d creates a bit of an unnecessary disconnect in the game, I would prefer only playing in the map view. It also takes some time to load everytime it switches to 3d view
- I got end of round window in the 3d view on the screen. It was partly visible and i could Still play
Nice game, interesting take on the theme. Here are some comments I have:
- The platforms you can stand on are not very clear visually
- The sound effects could use some "punch", they are pretty funny but I feel they lack some impact
- The graphics could use some fine tuning, some parts are hd images and some parts are drawn
- I would love to have some kind of animation or sound that I have the ultimate available, that was not obvious to me
- The controls felt a bit clunky sometimes, not sure if you cant attack while jumping or why it felt like that
- The tutorial would probably be a bit better if it was explained in game instead of a page in menu. I have hard time remembering tutorials explained as text like that.
Overall solid game!
Thanks for playing baguumba, I really wanted to practice my C# skills and regret picking it in godot 4x since that does not have a web build and I figured that out too late.
I know the game is a bit too simple, tried to make up for it by adding more teas on the table. I did have in mind some variety for the teas making them affect each other etc. But never got to that due to a new baby in family 😊.
Awesome, I have not played a lot of these kind of vampire survivors type games, but this seems quite unique. I like the mechanic where you are just collecting stuff to make the main tower do damage. That seems like an interesting mechanic, here are some notes from me:
- Game needs more variety for the sound effects
- It was not super clear to me what I need to do in the beginning before I accidentally stepped on some enemies and they dropped something
- The upgrade options eventually ran out, would have loved to completely break the game with some crazy combination
- I feel like only picking up thing would make it eventually boring, so maybe there should be also a bit more interaction on the player itself, maybe pickup range or some movement options like teleport or something like that to make it more interesting
- I could not get the game to be bigger on the screen, it was very small on the page, so for example reading the upgrade texts was a pain.
- The contrast on the upgrade cards should maybe a bit higher to improve readability
- The art and visuals for the game is awesome
- Can you lose in this game?
Brewing potions is always fun, here are some notes for this game:
- The game could use some sound effects, sound can make a game feel more polished
- I feel like in its current state buying and moving the things feels a bit clunky, maybe would be better to buy something and instantly make it follow the mouse to put it in the cauldron
- Since putting things in the cauldron is the main mechanic, that could be emphasized with some kind of animation and sound
- The small goals you get to brew different kinds of potions is nice, but there should be a bigger goal for the game. I feel like if you made putting things into the cauldron more satisfying, that would help the game have some purpose even as a sim game.
- I would sometimes get the same potion multiple times in a row and was confused if I actually brewed it or not, so maybe an indicator for that would be good too
- The money didnt really have a purpose in the game
I like the interpretation of the theme where the storm is brewing, but I have some comments about the game:
- It does not really feel like "brewing" is part of the gameplay
- Music is nice, but I'd love to have some sound effects
- There does not seem to be an end goal in the game
- The game needs more variety, maybe variety for the jump or "enemies" or something
- Points for having a menu for controlling the music
- The jump itself being the main mechanic should feel snappy and good, but now the guy is just floating
Hey, unfortunately I could not really understand what the goal of the game is, maybe I missed a tutorial or something. Some things I noticed:
- When you are buying stuff from the shop, the menu should close when you place it
- Could not quit from the game which was quite annoying when it was full screen
- There is no sound effects in the game itself
- The graphics could be cleaned up and unified
The retro windows intro was cool.
I love trick taking games and I think the idea is cool where you try to win the cards that match the customer expectations. I feel like it was actually quite easy to win the cards you need.
Critique:
- The user interface in this game needs polish because most interactable items don't show any indication that they can be interacted with
- I would have loved some sound effects in this game, maybe some coffee sounds and card shuffling sounds etc.
- The graphics seem to be a salad of different styles with realistic images and some being just graphical buttons etc. Maybe some unification for that would also be nice
- I didn't really understand how the brew works because you can select cards of suits that have not been brewed yet after you brewed one already. But you can only brew one suit per round or how does that work?
- I feel like trick taking games are sometimes quite hard to understand so maybe a better tutorial would be useful here, I know how they work so I didn't have a problem understanding it.
Hey nice game, I'm not very good with physics games like this so the first climb was even too hard for me. I was playing on a laptop without a mouse though, not with a controller as was recommended. I kind of wanted some sfx in addition to the music but the music was quite captivating so it was not really necessary tbh, but could have added a bit more juice to the game.
This kept me engaged quite a bit. I like that you designed the whole game around just using 1 or 2 of each element to solve the puzzle. The scope is very simple but engaging. I had a little bit of lag here and there but nothing major. Some of the instructions / popups were not acceptable by pressing space, whereas some of them were, that would be nice ux addition to always be able to use the keyboard to proceed. I didn't play all levels so i'm not sure if you had some of these, but maybe introducing ways to use a combination of eg. fire and a leaf to make some kind of combination of these for new puzzles.
I think the game as is has good potential already because the puzzles you can create are endless, but maybe some variety to the areas etc. would bring more juice. Overall very nice game.
Hey, nice game. I like these vampire survivors kind of games. The brewing theme feels a bit like it was just slapped to the end. I had some performance issues while playing. The game stopping for a second when you take damage was maybe a bit too long, for me it felt like the game was freezing more than indicating that i took damage. I also managed to go to negative money by spamming the attack speed purchase, not sure if that was intentional. The theme of the game where strawberry is shooting salt(?) at slugs is a fun theme though :D.
I liked the music in the game. Great that you included the sliders for the music and sfx as well. I didn't see any information about the spells and what they do. The aesthetic of the game is nice and matches the sounds. I like that time is the resource you play spells with, was there some intention to add more unique spells?
Hello Olli, thanks for the kind words. I would have loved to make some engaging music, I just grabbed something from what I had made before and left it at that. I could not make a web version because I noticed too late that you cant make a web build with godot4 + C#, web would have definitely been my choice of build.
It was very chaotic and fun. Some more items would be nice for variety. Also some additional challenge like people throwing ropes at you etc to slow you down. The cooldown things are not very clear I did not see them at first, and I would also make the rocket jump some button instead of clicking it, maybe I missed that one. Overall very enjoyable and cool idea.
Hey I have some suggestions:
- Music could keep playing between restarts
- Full screen messes up the popups
- You should be able to bring back the instructions if you closed them
- If you place multiple blocks would be nice if it kept the block selected when placing them so you don't have to click it every time
- Would be nice if you could move the camera as well as zoom. Maybe I missed it
I love the sandbox. There is potential here for a great puzzle game.
Pretty fun idea scaling your turret areas. The art style and sound design was a little out of place. Maybe moving or removing your turrets could also benefit as I did put them so close to the wall that I could not resize them anymore. I also didnt quite understand how to get new turrets. I would have maybe kept with only scaling the enemies or the turrets. Overall it has potential :)
For some reason I could not see the special effects (blood / etc.), but other than that the game idea is pretty good and the gameplay loop is solid. Maybe some more variety on the enemies would be nice as by wave 8-9 it felt quite samey. The impacts and game feel is awesome, hits feel juicy and the knockback is satisfying. 4.5/5


