Thanks! Unfortunately, I'm the only programmer on the team and I have to work on my graduation project, which is an action game. Afterwards, I'll return to Sweetstead. I plan to do custom art (check out my art too!) and that's going to take a lot of time. I want 50 something monsters with different feeding requirements, habitats, stats etc. The ability to decorate houses. It's going to be peak.
Tavvoc
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Thanks for the feedback! I will bugfix asap!
Some of the things you mentioned are intentional though - Pumpking is the helpful feature that turns against you (automated trick-or-treating is helpful, but using him specifically punishes you because he has poor stats). Additionally, monsters will low obedience will disobey you. Instead of following the role, they will idle. Pumpking , because of his terrible stats, is very lazy.
You can receive negative points from failing trick mini-games. The idea is that treat mini-games are more forgiving whereas the trick mini-games will punish you severely. It's the same with the monsters if they go trick-or-treating. But I think this is probably not conveyed well enough.
Again, thank you for the thorough feedback and I hope you will return to try the next build! If not, please consider downloading the executable. It seems to be more stable.
Thank you for playing our game! I totally agree about what you said about trick-or-treat management. We floated lots of interesting ideas that had to be cut due to time constraints, but I'd like to see how they play out outside the jam. I'd like to add interaction feedback, as you've described — I was just bugfixing the core mechanics at the end — but I'm not sure if that's considered adding new features or not. I'll note down your feedback regardless :)
Thanks for the review! There's a lot for me to improve, especially coding and game dev, but I would love to share what I make when I 'git gud'. While I'm not sure yet if I'll remake this game specifically, I'll definitely do something with this world and themes. Of course, I would like to have a version of this game that aligns what I initially imagined.
Thanks for playing! The idea was you have to make your way up the top of the mountain to retrieve Luka before she gets lost in the old lab/bunker. I was gonna make cutscenes and stuff that would better explain everything, but ran out of time. I'll see if I can figure out how to skip dialogue, that was a pain for me too.
Don't worry, I'm not done with this world or these characters! I'm very happy to know that's there's interest for more because I do have plans. This game is more of a prototype than anything as I'm still figuring out the game engine. I appreciate your comments and feedback! Will be playing your game as soon as I can (I'm on a macbook rn).
Thank you! I'm glad you liked the idea. I think I'm most proud of that, of all things.
As for the inconsistency, I drew the chibi version first without intending to animate it. And then I thought, what kinda platformer game doesn't have animated characters? So I spent the entirety of the penultimate day drawing frame by frame. Then, the last day came and I had to do a lot of game breaking bug fixes so I didn't have time to make an idle animation.
I could do it now, but it feels a bit like adding entirely new content after deadline. Also the chibi version is consistent with the other NPCs, and I don't want to draw them again. (╥﹏╥)



