im intrigued because of the empahasis on story (I like point and click adventures), and the unusual hack you made to get it to work, but I am struggling to 'play' the game? It wont go fullscreen, whatever I do. One fix would be an .exe file but its better to not have to rely on that. (but you could compress the video a bit to squeeze the file size down)
But also in the tiny screen, I click on things to interact, and a robot TTS starts talking over the main narrative, and then I cant even hear that. Is the video meant to be playing in the main game? Because I can only see it if I click the direct link at the moment.
Sudgy
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This is lovely. I love the coherent art style, and I would've killed for these features in an actual tamagotchi. I love that it has little story collections, and more developed interactions. Menus are a little hard to get the hang of, but I probably count that more towards an immersive authentic experience of these complex machines with limited buttons.
It's great that it still seems to persist after leaving then coming back. At the moment I cant do anything with the app because my damn rock is asleep. + points for immersion, although I would like to shake him awake so I can play with the other features at the moment!
great job!
I got to around 60 rocks broken, maybe 300 taps, bought the second most expensive item in shop, but could not go further.
It works from a technical level, click button, number go up. It has the right kind of sounds and basic feedback you might expect from an incremental game. But I have to be honest with my experience and say I don't think these kind's of games respect the player's time. It is not engaging to be reduced to a button clicking chimp over and over.
Like, i feel if you wanted to make it interesting, start introducing autoclicker stuff sooner (maybe you get there after 100 rocks, but I don't think i wanted to break my mouse to get there to find out), or some strategy, some rocks need a certain tool to chip away at them to not break them wrong., or hit them in particular weak spots Or many many things, other than the bare bones.
I am sorry if this comes off as harsh.
The game has a lot of naive charm, I did like the oddness of it and the more cinematic story moments I think were the best parts.
But I feel like its current state it does need more effort put in. The levels being massively over-exposed, and the default font choice were not good starts. The game wants almost to be too many genres, for the most part it controls like a platformer, but the levels arent really doing anything other than needing to go slightly left or right, to pick up a plectrum, for a bit of bonus money.
I think the game is more suited to something more like a light adventure, with different routes. Or just ditch the 3d aspect and develop the sim money management. My main suggestion is basically, try to focus on fewer mechanics.
I did still play it to the end, got in the hall of fame, and appreciated there was an ending where Milroy Jenkins can hopefully live on.
I liked the idea, I think it is a good proof of concept. Stacking rocks in a meditative way, with gentle celtic type music. I managed to get to level 9.
I found it mechanically a bit frustrating to succeed, as I couldn't really place rocks how I wanted, and I think the overly rounded shapes of most of the rocks (other than the sort of stabby slabs), and their peculiar physics (one rock just randomly yeeted itself off the top of my 4 stack pile) made it hard to find much rhyme or reason to progression. I think something like this has to refine that mechanical aspect a bit more. Like I feel when you grab a rock, it shouldn’t become independent from the rocks above it, and have it possible to kind of balance a stack as you move? or mass/weight changing how the rocks behave? Really nerd it up.
After getting stuck on the deer level, I wondered if I could use the environment to help prop up the rocks, but at the moment the levels are only flat. it probably goes against the art of rock-stacking though, but i thought mechanically it might have been something to play off of. Then I tried it by stacking the rocks to the edge of the screen and it worked like a charm.
I do think there is a lot of opportunity for further development, as the theme and package are good. You could have something solid after lots of polish.

