This is a really fun game! I liked the dejected expressions of the poor adventurers getting drafted into regular 9-5's, and it's very on-the-nose when you see a position for a janitor expecting 7 communication, 5 paperwork, and 0-5 Labor paying 4 dollars. Like yes, that's just every job posting for an entry level position these days lmao.
Wyatt
Creator of
Recent community posts
This was really cute and fun to play. I think a nice QOL improvement would be an indicator on how well someone did at a job if you've already sent them on it once before (ie: if you've already sent an animal to the school, and the school job comes up again, it can remind you how well that animal did at it)
I felt like this game needed a way to recruit more adventurers to help around the town or some progression for the party to improve how much resources you get when working a building -- the four party members just aren't enough to spread around to everywhere you want them. For example, making planks wants the warrior making logs and the archer turning them into planks, which means you're already down half your party just for one resource!
There's a bug with the screen size on initial launch. Once I can get into the menu to toggle on the full screen option there everything works. I think if you adjust the itch page config so it doesn't start full screen by default that will fix the issue. Something about the default full screen isn't enabling the proper full screen scaling.
Yeah, nailing the player controller on this is the challenge. We definitely overtuned the scaling on mass vs speed -- large bubs feel too slow and small bubs are way too slippery. We had hoped that level 3 would be the push towards getting players to build armies, but probably could have better conveyed the idea that your "bullets" that you shoot are also just Bubs and can also grow and split once they're big enough.
What can I say that hasn't already been said? This is SUCH a fantastic game. A great use of the theme, instantly addictive. I maybe would have liked a slider to adjust the CRT filter's strength, but honestly this is nitpicking. The game is great.
I had already commented on this before, but felt the need to make a new comment with more text because I just keep coming back to this game. Wow.
I appreciate that you tried to include a speed slider for a difficulty option, but it needed to adjust the game's speed scale and not just the horizontal speed. Lower speed settings actually make some jumps impossible the way it is!
I think the difficulty was a bit overtuned, but I do like the core concept a lot!
Maybe something where you can only place cards on the back/leftmost column and they advance forward toward the enemy every turn? I'm sure that would take a lot of rebalancing and it's a bit late for the decision, but that's where my mind first went for how to more literally display momentum/inertia in this context.

