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Tiny Capybara Games

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A member registered May 06, 2021 · View creator page →

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I was expecting to see some programming games but this one hits the right spots! it's a great spin on the theme, with having to end exactly where you started

I don't think I can complain about anything, other than perhaps the slightly repetitive music which I sadly had to mute

good game!

man good game! the scaling is on point, the enemies are varied, and the ambience is well tuned

the only nit pick I can come up with is the slight lack of juice but it's really not a great deal

good stuff

man the artwork is banging! I would definitely check out a game with this atmosphere

I will add some feedback that you seem to have gotten already - the pace of the game falls a bit too much on the slow end. I could see where the game was going, but I just couldn't push past loop 2 when upgrades started costing 9+. Something that has helped us in the last two jams is that, whatever progression curve or design you have in mind, tune it up to 100. Make sure you provide some alone time with each upgrade, but also enable the player to reach ultragod(tm) mode in the first handful of minutes

That said, I see great potential in a game with these aesthetics and theme. You should work in some more roguelike mechanics like random perks, some synergies, different attack patterns, bosses even, and you'll be in for a good run! I'll make sure to keep an eye out for it ;)

Nice concept! The art is super pretty and the music very relaxing.

Although waiting for the seasons to loop is super clever, I think I agree with some other comments about the lack of "things to do" while you wait. It can sometimes feel like an eternity if you miss a jump. Perhaps you can test a button that lets you speed forward to the next season or something like that, with a cooldown or limitation like "touch the ground first" (similar to celeste's air dash).

That said, the idea is neat and I believe you have something going on here - I have a feeling there's a world in which you can refine this a bit more, add some more strategy and end up as a real storefront game, push for it!

took me a bit to realize I could read the book for the recipe (duh!), but once I got it it was very fun to run around picking up items. I especially found it funny when grabbing the piano and suddenly moving painfully slow xD

I wonder if you could've made a bigger level that started opening doors as you progress, and then it starts rewarding you for really learning the layout as it grows. It would be very exciting to go "I remember seeing a bloodied knife somewhere around here" and looking around frantically when it was under your nose all the time

not much more to say! just a short, fun experience, congrats!

man what a cool concept! I remember starting to work on a vaguely related idea back in the day, but you were actually the virus so I feel like I've met the other end of the stick haha

If I had to give some constructive feedback, I think I would first start by maybe considering more "docking" stations along the path, so you can tactically decide where to stop that's not a single spot (like "oxygen terminals" if you will). Then maybe it could be interesting to see the viruses pop out of walls, chase you for a bit and then fade out, adding some tension every now and then, but that may require a different control mechanism or a slower, more methodical pace in general. Something to explore!

good job on making a game! I hope you get to explore the idea a bit more :)

nice take on the theme! I would have never imagined to see a model training as part of an indie jam game lol

the game starts a bit slow at first but it ramps up very quickly and I got to enjoy all the content in a tight package, well done mate 

nice! 4 is exactly where we intended a good session to end

we're glad you liked it! and yes indeed, it's really nice to finally keep your village haha

thank you for playing! we're glad you enjoyed your time with it <3

man I'd never played too many typing games before but this one is just banging. I never thought I would have to reach so far into my brain to crunch words out of it (as it happens, I'm not a native english speaker), but I was surprised to remember some quite lengthy or obscure words because of it.

I don't quite see how the concept of a gameplay loop applies here but I honestly don't care, I played a lot and really enjoyed it, thanks for making this and making me want to go and find some more of these games (or make one myself lol)

cool idea! I remember suggesting the idea of using conveyor belts for something and my team voted for something else lol

I have to agree with other comments, controls can be a bit uncomfortable considering the same key is not used to pick up & drop, and another small thing is that they feel a bit cramped to a single hand if you play WASD (I only realised a bit at the end that I could use arrows)

nonetheless, I like factory games and this one delivers nicely, good stuff :)

Oh wow we thought of something similar but decided not to go with it out of fear of the implementation details, so it's interesting to see people doing it! I found myself showered in bullets and went out in an amazing blaze of epicness

If I had to pick at something, it would probably be the one-shot difficulty and the fact that the map feels slightly too large (a smaller map would mean embracing the chaos earlier!)

great entry!

so chill! I went "ooh" when I realised I had to call the owner to get food. No wonder they sometimes hate us humans when we don't give them attention xD

our main balance designer will surely be delighted to read such a statement, given he fried his brain off trying to come up with the right numbers and synergies

thank you so much for playing! it makes it all worth the hard work <3

thank you so much for playing!

fun fact: our music guy barely made an appearance (he was off doing some things) and randomly showed up late friday saying "I wasn't very inspired and skectched this unfinished piece on the hotel and plane" and that's what you hear. We're as surprised as you are haha

Thank you so much! 5 loops is right in the ballpark we aimed as a reasonable play session (anywhere between 4 and 6)

in case you're interested, after optimizing things a bit we managed to beat it in 3, and it *may* be doable in 2

We're glad you enjoyed playing <3

Yayy 4 loops is actually really good (more or less what we intended the game to take), and yes we managed to beat it in 3 by tryharding a bit and we feel like 2 could be doable with some good initial setup luck haha

We're glad you enjoyed it!

I was hoping to find a proper interpretation of time travel, and I found it here!

I feel like Time would be great to make friends with. I completely agree with her

I would like to see more puzzles but I think you delivered the right dose of braincluck (you know the word) and fun narrative. Thanks for making this!

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what a cool idea, I never pictured pinball meets balatro/deckbuilder/roguelike (although I can now think of peglin which may have been part of your inspiration?)

the only nitpick I have is that the flippers are *strong bois* and it's a bit hard to aim, and perhaps the bump limit clashes a bit with what one usually expects from pinball, but that's just a minor complaint and it doesn't detract from the idea

I think you should explore this for sure! good stuff

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very fun game! I found it very satisfying when I managed to squeeze in a barrage of circles in a short burst, and the enemies pose an interesting challenge for the mechanic

I think I agree with previous comments' constructive feedback so I won't repeat unnecessarily.

congrats!

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my browser freezes when trying to run it (edit: when I try to do something like jump or reverse time), is there a known workaround to play it? I can't find a .exe either :/

good stuff man! I loved the twist with the loop-around mechanic and then the colors, it's a very neat puzzler and I think you nailed it. With such a good idea and implementation I think you don't need to worry about lack of levels - what's there is just great

very good for the first godot game (and game entirely!)

I will agree with some of the previous comments - a few small things could go a long way in making it more user friendly, like travel direction and remembering the last set position, but I think the interpretation of the theme is super interesting and that's one of the main goals

you made a game, congrats!

Dude we did have the space bar mapped to next turn trigger but last minute we found we had clashing inputs between UI and other things and we decided to drop it entirely (sadly)

We're glad you enjoyed it!

good stuff! I had a bit of trouble getting up to speed but it didn't take long before I was actively looking for good deals and messing around with the brakes

you should explore this further to see where it takes you 

I don't have a lot more to say other than congrats for making a fun game  <3

I love the concept, I think this has potential to be a released game and a lot of people would really enjoy it (I love cars! having my own fleet running in the background would be awesome)

I do have to agree with some other comments regarding the slow speed of progress. I can especially feel it because we almost fell face first into it (we dialed our speed waaay up after the first playtest, and I'm not even sure we still got it 100% right for the jam). I would love to see all content the game has to offer in a bit of a shorter timespan. Another small nitpick is that the "clunky" steering behavior on the cars doesn't help on that regard (although it is a bit funny once they start going fast boi mode)

please turn this into a full thing! I think you have a nice spin on the idle game formula here

cool concept! I wonder if you could've benefited from doing a single level with all the mechanics together (ducking felt out of place but it was extremely fun once I got to do it for real). I can picture myself in a sequence catching a few boosts back to back, going under a fire and ducking under some blades like a pro

took me a bit to figure out the interactions but it ended up being quite fun to chaotically move stuff around to keep everyone from tripping on banana peels xD

ps: good job on the simple but coherent art style!

What a hectic puzzle! I agree with everyone, the music is superb and the setting is well framed. I liked how you juggled with the events' ordering and how crispy the controls feel

I must also agree with some other comments that it's hard to understand what to do at first. However, I'm not even sure if this is inherently wrong, given the restart process is very quick and it lends itself to trial and error. Another (perhaps) small nitpick is that I got captivated by the cover art but found it a bit clashing with the main game's style. 

 Overall, great entry!

congrats on making it to top 100! I knew this game had it in it

you can aim with your mouse! still glad you enjoyed your time with it :)

number go up, player be happy

I enjoyed this more than I thought I would :)

However I do have a feeling that I didn't get the intended experience, maybe...? I didn't seem to face any challenge or opposing force by the AI whatsoever. Did I just misread what was happening on screen? Or did I uncover some sort of obscure bug? (Or am I just too good to be faced by a measly challenge? /s). If this is a misread by me, it's either me being dumb (I apologize), or there was actually a bug (sad)

In any case, I think you could try adding a bit more juice to the game and it would be bloody fantastic (adding satisfying noises when your cash ticks up or you reach a milestone or you're now able to upgrade a building, etc). Good stuff!

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this was very enjoyable and nice to look at too! I believe you could just have an almost full game in your hands.

The only complaints I have are that 1) as someone else said, the obstacles are not particularly clear in how they work, and 2) the last level was just a bit overtuned in comparison to the rest of them haha. I spent a while in the last level and almost quit after trying a bunch of times, but then I went "well this looks like the last level... might as well give it another shot" and magically figured out the right combination of movements after just two extra tries.

Besides that, you could add a bit of extra juice, make just one or two extra mechanics (don't have to be huge) to switch things up and you got yourselves a full game! I honestly think so (I played the heck out of 2048 so I'm kind of biased). Good entry!

Good stuff man! The levels were very well curated in difficulty scaling, and mechanics were simple yet well used. The movement felt crisp and the levels were delightfully designed - not overly complicated, not overly simplistic.

If I were to nit-pick, I would only wish there was an extra tiny mechanic to complement the existing ones. It feels like just the tiniest extra mechanic could exponentially grow the game in complexity and variety, as you'd have to think about another variable during each level. However, I can see you did this in 48 hours (!!!), which means adding the smallest mechanic would entail dramatically increasing the design and programming time, so think of my comment as a "random internet guy's" ideas to a well-established foundation.

I'm glad I found this in the "Random" sorting!

I like where this is going! I believe you got yourself a good canvas here. You have so many directions where you can head - like different sorts of surfaces where you either can't walk on or swing from; you can use the tongue mechanic to grab and pull stuff (e.g. pulling levers, coins, enemies, etc); you can have dexterity checks where you test the player's ability to leverage momentum to clear long jumps too.

I loved the art style and the presentation too. Please keep working on this!

holy crap did I miss it in the tutorial? If I did, I feel so dumb lol

I'm blown away. I don't usually go for text adventures but this was just too poetic and mind blowing. You earn a badge of honor, my friend

the mechanics are very intuitive and there's almost zero friction - I always love to see that

I think the only slight feedback I have is that difficulty is perhaps not very challenging. I'm not sure how bad this is in the context of a jam, but I would have liked some puzzles where difficulty scaled up a bit. But I may be nit picking here. Perhaps some other types of scalable objects or interactions could push the last bit of potential you have

simple, readable, intuitive, fun - good stuff!

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my god it's always fun to see toy soldiers doing what we always imagined as kids. I loved the art and the whole idea

I will only agree with the other comments about difficulty being a bit overtuned, but I won't repeat that. Instead, I think my main piece of feedback would be the controls. I kind of got the grasp of the controls after a few tries, and it may make some sense since you're a tank and the view is isometric, but I feel like this would be a lot more enjoyable and probably help with difficulty tuning if you had natural controls (like up is really up), and more so if diagonals were available. And also, I couldn't tell but it felt like the damage dealt when small was reduced (if this is false, disregard the rest), which makes sense but is also a very punishing positive feedback loop (you're doing bad, you'll do worse). I think maybe giving some more advantages other than "being smaller helps avoid damage" could be an interesting endeavor.

still, the art and the concept is quite charming and I did find myself doing a few runs just to witness what my childhood imagination always wanted to see <3. You should definitely keep working on this, maybe adding like some sort of campaign with maps and obstacles and such, it could be cool.

edit: I just read some other reviews and I think you already got all of this noted down, so yeah I'm just repeating what you already know haha

my goodness this is one good entry! I instantly got hooked and got the grasp of the gameplay

I don't have a lot of feeback besides maybe splitting the controls into keyboard->jump and click->interact. I don't really know if this would make it better but at times I felt like my mind couldn't deal with the mouse being the two mechanics in parallel. The one other nit pick would be that the clickable area of the objects may (and I mean just may barely) be a bit better if it were ever-so-slightly bigger so it's a bit more forgiving, especially in sections where the camera moves. You already added a bit of coyote time which is oh my god so highly appreciated, so this would be of similar nature

All in all, great submission and it for sure deserves a high spot! well done!