Returning to say congrats!! Was very happy to see your game making it into the top 100!
Very well deserved imo
What an awesome submission. The theme is implemented beatifully, the game design is on point and the visuals are fantastic! The ant controls were a bit unintuitive at first, but I got the grasp of them at the end. I love the introduction of an endgame resource to make the player go back and optimise everything further. It really scratched the same itch I had with Factorio. If there's one nitpick I can add, it's that I would've wanted to have the ants' legs be animated smootly (via code maybe?) rather than snapping to positions. Very incredible game!
The black and strong red color is straining on eyes... The idea of scaling yourself up is nice, but it's hard to enjoy it with current controls (as was said before, jumping and climbing stairs are hard when you can't jump while touching a wall). Given more polish, this could turn out to be quite a fun mechanic!
Wow, thanks for that detailed review, and thank you for taking your time with our game!
Regarding placing weights on both sides - seems like it is a big misunderstanding for a lot of players, so it's high on our list of priorities to make player to understand that early on.
Fake weights might or might not actually be fake!~ They were a feature we wanted added, but unfortunately had to cut out from the game jam version of the game due to time limitations. Undercover cops might have also been a feature attached to these fake weights, so that you wouldn't overuse them!
Buy/sell text is shown ingame for more meticulous calculation during the game, but it wasn't put on the buy screen due to space limitation of our buttons and to not overload the player with more info (that casual player usually won't think about too hard). Spices themselves also come at different amounts, which is also an important stat when thinking about their profit. I believe this system should be reworked a bit to make it more clear for the player.
Angry customers are also an idea we had that wasn't implemented due to time constraints. Ideally, different customers should have different tips, buying spice types and their patience.
Thank you for these suggestions, we will be taking them into account!
Wow, thanks for that detailed review! Nice analogy with the knapsack problem, I thought about it while developing the system, but forgot the actual name of it.
Your ideas for potential new mechanics are all interesting, those are all interesting ways to solve current design problems, as well as add different tasks for the player.
UX additions are also great!
1. I agree that current profit display on scales should be reworked: right now this information is placed in small font under the scales ("Salt buy/sale: 15/17, Current profit: +152" for example), but that's not really UX friendly.
2. I love the hotkeys idea, and I think it's the best way to implement them like that.
3. Regarding overlapping, I believe new version of Godot helps solve that problem a bit (at least now player will be able to pick up the front weight first), but for fixing overlaps, I might have an idea or two on how to resolve them~
Thanks a bunch for taking your time to play our game, and most importantly - to write this review to us, it means a lot!
Okay, I replayed it, now taking time to afk a bit before starting and letting some monsters spawn, and now it feels more complete. I love how at some point I become so huge I just start stomping these little guys ;~;
Overall, nice idea, I would've liked if there were some amount of monsters spawned around the player at the start of the game, so I wouldn't have to wait.
Great puzzle game about literal scales! Many different mechanics, and very pleasant to play. Few bugs that I encountered were blocks freezing in space (might have happened when I released one block when my mouse was on another one), and small mirror not always transforming into another block. Otherwise a really good puzzle game with many levels to try!
Very interesting take on the theme! Was fun to calculate all the lengths, especially the more mathy ones, when you like the one with an quarter-circle and a circle for a measure, made me just stop and take out my calculator to get it right. The game itself feels very polished, too. A very good submission!
Very enjoyed playing it! The dialogue is perfect for my tastes, I love the tone of this game, the way signs are presented, all angel's dialogue, everything. Very good submission!
Unfortunately, I got hit with a flood, and couldn't run back to the second floor fast enough and suffocated... Maybe a bit less dmg/sec for water?
Not sure why installation is required, as I think Unreal has an option to just ship files as is, but that's not a problem.
The game itself is surprisingly fun, found myself replaying it several times to find points and to get the fastest time (I got 20.5 seconds), but I feel like time and points present two quite different playstyles. I would have more incentive to play for points if I knew how many of them are present at all (like, did I find them all?). The lose state is still ambigous to me - I know I lose if I get too big, but I'm not sure what counts as "too big".
The labyrinth actually doesn't present much trouble if I can just walk over it, and whether it was the designer's choice is a mystery to me. I feel like the intention would be to get big in order to see labyrinth layout and then walk it in small scale, but that doesn't work if I can still move when I'm big.
I love the spin on the theme, as well as this city builder x random card game idea. I wish I could order my knights around though, otherwise trolls spawn can easily wreck my town while knights are still running to them. Resource generation also seems low, if castles generate 5-15 gold per minute, and new tile having a cost of 100 gold. Overall a nice idea, but I wish for a better balancing!
Visuals are good, but game needs some polish, as I've struggled with playing it. The most obvious problem is QZSD controls which makes it hard to move, as I'm used to WASD controls. At first I thought you were supposed to press mouse wheel, not scroll it, and couldn't get past the first tight hallway (which may have been a brain issue on my end). Some enemies (such as one on the right in the first level) can get out of bounds, making them problematic to reach. Sometimes you can clip into walls, and then movement controls disable completely (I suppose hitbox control via mouse wheel solves that problem, but it happens even if you don't touch it during movement). Another question is "how I quit the game without Alt+F4".
Don't let these problems discourage you: despite them, I liked the mechanic of this game, and if these problems I listed were fixed, this could become quite an enjoyable game!