Easily understood and reasonable difficulty. I agree with Dori, an extra "Game over" (when losing all the arms) and "You won" (when hitting 100%) screen would make it feel more well-rounded without being too much of a hassle. Overall, nice entry!
Wanda77
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Really cute, I can't believe this is your first game ever! I like the fact that you have to start pressing the button well in advance and then it will take the falling present some time to reach the house, too, so timing is important. I didn't quite understand what "Out of presents" meant - missing houses didn't seem to do any harm - but that's probably due to the update you mentioned. Maybe over time there could spawn more obstacles or the game could move faster to increase its difficulty? Just a suggestion though!
Thank you, that makes a lot of sense! I'm very exicted to learn and talk about other people's design choices :)
Yes I do, but that may be just because it delayed in my second playthrough of the new version (and I wouldn't count the first since I was still figuring out the new mechanics and not really expecting to win anyway). This gave me a feeling of "I can play at least 11 rounds and then probably more" rather than "I can play 11 rounds and then I'm probably f****d" which I would expect from this type of game.
This takes some urgency and panic out of the 11th round but does add tactics, otherwise I could just mindlessly flip every card (doesn't matter if I die this way or the other). Without some kind of recovery mechanic I probably would also restart the game after the first 3 or 4 rounds if I feel like I'm not building a good deck. (There are a lot of cards which need to work in synergy to make sense, which I like a lot, but it also leads to situations when it's pretty early pretty clear that I'm not gonna win this one because I couldn't lay out a good basis for one approach or the other yet).
I would also like to see the poker chips again! The visualisation of the increasing numbers and the division between total money and money I made in this round was pretty satisfying.
I agree that the bomb is a bit bland but is more clear of a mechanic. Would you mind explaining why there's a small chance it might not go off the first time? This seems to remove a bit of the urgency, at least to me, since I find myself speculating for it
Love your art style! The story seems a bit rushed and you explain a lot of things - either via narration or dialogue - that would probably be better shown, but I guess that's due to the jams' time limitations. Combat - and searching for combat - can become a bit tiresome, but the story somehow hit home (yeah, I cried at the final decision...)
Thank you so much for your kind words and for taking the time to write such a thorough review! Your advice is really appreciated and I will think about it when working on my next games. I don't really consider myself much of an artist, but you're right, the game looks pretty generic. I will try to change that in future projects!
There are a few secret scenes and alternative dialogue sequences, but only one ending. However, if you talk to Amanda twice after meeting Daniel in Griffonburgh, when the main plot is over, she will stop the earthquakes for you, that's completely optional.
Cute art, I really like the protagonists and the dynamic between them. Maya is a super cool main character with attitude! (Although I really don't want to be Spark 😂 but c'mon, she's a child!) I also like the fact that there is no real BBEG (in this demo at least). Would love to see this game finished!
I didn't expect to see a roguelike minesweeper card game... Really fun and addictive! I like the fact that it allows for a lot of different strategies. I can beat monday with more than an hour left, but I didn't manage to beat tuesday yet. Health and reactivation door are both quite annoying, health is nice when I need it, but most of the time it's just in the way of the default 10$ door. Same for reactivation, they usually just reactivate each other and are of no real use, which brings it down to pure luck which doors you get.
I wonder if you will add a save system - I like roguelikes, but I think it might be nearly impossible to finish a whole week if you have to start each run on monday. I'd also like an option to rearrange my perks - put the basement multiplier in front of the basement money for example - maybe at a cost of time or something.
Keep up the good work, I'd love to see where this goes (and where's the connection between the puppet, the card game and the pharmacy company, who am I and why am I doing this??)
I guess it's mostly up to me usually playing RPG Maker games by mouse not keyboard. In the beginning I found it hard to understand to which place / base to go next and sometimes I seem to be able to use a defeated character again (there probably is a reason, but I didn't see it, so it could as well be a bug). There's also no real fighting screen in the first round, which may be a bit confusing, but I don't think it's bad since it makes the fights feel more varied.
Oh that's great! I'm so glad you enjoy it!
~ SPOILER ~
You can't do anything with the statue right now (besides selling it). To be honest, I kinda added it on the fly because I wanted something to introduce the pushing mechanic, which gets important later.
The elderly woman says a couple of random lines / hints, but you can't really interact with her either. By now! I've got some more ideas I might add if I find the time 😊
And if you're looking for more endings, make sure to call Shari and be kind to Mr Dog ...
I like the idea! The UI is not too confusing, although I had to look things up once or twice, and perfect to get the job done. There's plenty of potential here - you could add regular bills, or requirements that are expensive to fulfill, or the option to save trees for later use, or eccentric clients with special requests that change if you take too long - "Uh, I know you're almost done, but I've changed my mind, I'd rather..." - something real clients never do of course...
Ok, ok, ich hör ja schon auf, mich einzumischen 😄
Glad you gave it a try! When changing the character's name, you have to use the keyboard on screen with your cursor, while the right mouse button equals backspace. I know it's a bit inconvenient, these are the default RPG maker controls and I'm not skilled enough with this engine to change them (yet!). And if you leave your flat and go to the right, you'll find a ladder. Click on it's base and you get to work 😊




















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