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Unclear Polygon

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A member registered Jan 22, 2025 · View creator page →

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Finished the first run. Managed to 100% all clients. I know I played on the easiest difficulty, but it almost feels TOO easy to be honest.

First impressions are good. The gameplay loop works but for now it feels like it would struggle to hold my attention more than 2 hours. I feel like the conditions that the clients ask for make them a bit repetitive. I would try to vary those conditions more.

Alternatively, the items could have special attributes beyond their type and shape. Would make everything a bit too complicated maybe, but worth looking into I think.

TBH I haven't played any of the famous "Packing" games so I don't know how much you lifted from those types of games and how much is trully your design, but for someone coming from the outside, the game feels nice.

The animation to show the perks activating on the different objects looks really bad though. You seem to apply a bit of transparancy, but because there is overlap between the different segments there are these squares inside the lines that have a lower transparancy which just look awful.

Some more variety in the OST would be nice.

Glad to be of help

(2 edits)

Just wanted to point out a very small bug that I seemed to find. I you have a street connection in an L and have the edge street marked as public transit only, sometimes the cars still use it in a sort of diagonal way, even though visually it looks like they are using it. I suppose the issue comes from the diagonal not actually checking for it. If it's intentional, simply ignore it.

Just going to add this to make it more visual

M    S

S

The M square is a street marked public only, the S are streets that are available to cars. Even tough there is no direct connection between the two S, sometimes cars still used them as if they were connected diagonally. 

(I'm not sure if I'm giving you enough information to hunt this bug down)

Other than that, nice game. Some OST would be nice and maybe some other types of streets? An ability to move the buildings (whithin a certain range) could also be useful if you have a very unlucky spawn.

Cozy little game. But OMG please change the music ASAP, after two loops it was really repetitive and I had to turn it off.

I also don't get why the money gained is in X/Min, making this effectively an idler. I think that it should be changed so that instead of giving X/Min, you should give X/Tide. I want to play your game, make me play your game instead of incentivizing just staring at your screen for the number to go up.

The font is a bit jarring when opening up the big menu, doesn't look to good that big and pixelated, but that's something really minor.

Maybe try to give the game some more control over how you distribute the museum? I know it's not the main game loop and I would agree that the digging part is the one that needs the most attention, but maybe the museum part could use some player input to make the scoring more interesting.

I also don't quite get why the upgrades to the rake are not symmetrical. Seems like complicating something that ougth to be simple.

Cool little game. Don't really like that the upgrades appear to be paintings but are not in a gallery of sorts. Seems like a wasted opportunity. 

Missing soundeffects during the gameplay and would be cool if the victims had some sort of distinction (protect those around? Heal those around?)

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Cool game. Very simple at first but gets increasingly more difficult and hectic to control everything. Some soothing music as OST would be great. That and the mouse is sometimes hard to see when the pictures gets busy. Having a boton to highlight the mouse or another design would be nice.

Another thing: When putting down a stop of any kind, it would be nice to see an outline before puttin it down to see how far it will reach.