I like that the music has the same melody across the shops and the room view while no flies are alive. I'd suggest finding a way to stop the lizards and water gun from freezing the game. Regardless, pretty satisfying and pretty fun.
VoidEyeGaming
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I love that everything in this game is in sync with the beat - the shooting, the door animations, the enemy attacks, even the pickups! Obviously, the composers COOKED with the soundtrack.
If this were to be expanded into a full release, I'd be interested in a visual style that takes inspiration from a niche boomer shooter called Reaver (title is in all caps). That one also happens to have a UI and environment that moves to the beat.
Thanks for the feedback! We were thinking of having a preparation phase where the player collects methods of cheating (as well as more questions to pick from the pool) to provide an incentive for replaying, and that obviously didn't make it in. Having multiple levels could be another direction we could take the game if we were to come back to it.
I like the twist that happens later in the game. A few suggestions:
- It might be worth adding a tutorial on how the game works since it seems a bit complex, along with a few visual cues to indicate how pieces interact with each other (such as whether or not honey can be transported to the queen).
- The icon for the delete button could be changed to a trash can to more clearly communicate that it removes things
- Adding numbers to the bars to the left (which I presume to be demand for each category) could be helpful since the player is given a numerical value for demand to keep track of.
- Add something that lists the current regulations / opportunities since the player can get a lot of them in a week.
- I suggest giving the player the ability to place a tile at a position again once the previous one has been deleted. I find that even when I delete a housing/transport/production tile, I cannot place another one in that same spot.


