Hi! Thanks! I’m glad you liked it.
Unfortunately, development is currently paused, but I hope to resume it in the near future and implement the features mentioned in the devlog posts.
Thanks for playing!
That was genuinely a very memorable experience. It’s very well presented. The black and white aesthetic is great, I loved it.
I wish this concept were expanded into a full game where you have to actively keep the show running, like moving props on stage, changing backgrounds to match the music, or using the classic stage “hook” to pull away things or characters that are out of place. And of course, if you fail, you’d have to repeat the musical number until you get it right and can move on to the next song of the show.
That would be awesome and really unique. I loved the concept, great job!
I actually found this very fun to play. It’s a simple autobattler with straightforward mechanics, but it’s easy to get sucked into and quite addictive.
A few notes, though:
-I wish I could speed it up, at least to 2x or 4x.
-It feels a bit unpolished, I’m guessing this is a demo. There’s no audio, no fullscreen mode, and the UI is somewhat intrusive.
-The skills timers don't reset when you restart a run. If I begin a new run, it would make sense for all items and timers to reset as well.
-I’d like to see enemy HP in numbers, not just bars.
-The HP and cooldown bars cover half of the heroes. They should probably be placed above or below the characters, I can only see their heads now.
-The healer seems to heal at random. It would make more sense if they prioritized the most damaged units first.
-Whenever I buy a unit, the shop window closes, which makes purchasing multiple units a bit inconvenient.
-Auto features don't seem to work, and their description is wrong.
-I don't undestand the mage, what they bring to the table. They're more expensive, they're slower than archers (at least archers fire fast which helps to eliminate low level enemies without taking a hit) and I don't know what they bring to the table.
-Healers are a bit useless in the end game, and I'd say even the whole game, you're better of with a fast potion and fether and using the slot for warriors.
-Having the ability to remove characters to change the strategy would be nice.
It took me 4 hours 39 minutes, but because I left it farming in the background while I left to do chores which was probably not that efficient, I wasn't actively playing the whole time. But yeah, I think you miscalculated the final boss, it's TOO MUCH grind. At the very least the final upgrade should cost 50k, not 99k. Still, I wish the final boss could be defeated with strategy, not by just buying a special upgade.
Besides those few issues that are easy to fix, I found it to be very entertaining. You should keep developing this.
I loved it!!! super fun, chill, really awesome incremental.
A few notes though:
1) The pointer over the upgrades is centered on the middle of the hand instead of the tip of the finger, which leads to awkward controls when trying to close/drag upgrades.
2) The pinned tab... well, it's pinned, great, there's even a tutorial page explaining how it works, but every time I open up the laptop, instead of the pinned tab it opens the upgrades tab, so I'm mostly focused on upgrading gold or silver, but even if I pinned them it always opens the upgrade tabs, which is a bit annoying and it's an extra click every time I need to upgrade. If the pinned tab is not empty, it should always open by default.
3) The button animation when trying to upgrade sometimes doesn't respond correctly, it's a bit unreliable. Sometimes I have to click like 3 times to really upgrade. I'd remove the animation or make it work no matter the animation. The animation is a cool feature but if it makes the button not work, it's not worth it.
4) a few upgrades, like mercury cascade, or gold jackpot, read "next 0,0 (0,0 -> 0,0) which is confusing and I don't know if it's a UI problem or they really don't work.
If I find something more I'll post it here, super fun game, well done!
WOW, pretty good adventure game, cool atmosphere. My only gripe was the mouse pointer, on the white background I couldn't see it, mainly later in the game when I was paying attention to all the enemies and the barrage of bullets coming at me. Maybe some red or blue cursor would help. Other than that, pretty cool what you achieved in just a few days, I'm genuinely surprised. Good job!
Oh, it’s a classic tale by Oscar Wilde, you should read it. If you’re in a hurry, you could even look it up on YouTube. I’m sure there are 10-minute readings of the book (probably even with animations). It’s beautiful and sad at the same time. It also has some similarities with your game. I won’t spoil it, but you’ll understand once you know the story.
It was SO CLOSE to being perfect! I'm not a fan of stopping to type in a game, let alone an action game where the enemy is already going after you. I think some "command available" on the left of the screen and clicking them so it would automatically type itself on the console would have made for a great incremental game.
Still, it's very polished, loved the art style, the characters, the audio, gameplay. Overall great job!
I really dig this! it's a very cool and unique idea, and the IK is well implemented, However, I can't seem to find the thing about the four fingers, I can't solve it, I'm dumb.
Still, great visuals and audio, unique gameplay and well imeplemented theme. Great job! This has to be at least top5 in the jam.
That was REALLY FUN! It reminded me of the first Idea I had for the jam, a corrupt referee that would freeze time to "cheat" in a game, I was going to call it like "evil referee" or something like that. But implementing all the football player's movement and logic would have been a nightmare.
The gameplay is fun, unique mechanic, well implemented theme and object, overall a great entry for the jam, excellent job!
I don't know if I'm missing something, but I can't seem to pass level 3. I went around the whole level (above to the left, above to the right), and I can't find the exit. Also, I noticed that if you jump as the block is going up, it catapults you to the skies, lol.
I have to agree with the rest, it's a bit hard to remember the keys. I was just spamming WASD until some block stopped. Still, all those things can be easily polished. It was a very fun game, and I love rhythm-based mechanics, good job!
It's a nice concept! a few notes.
I wish there were more indicators, first I don't know when the whistle will be available again, so I'm spamming E like crazy while being swarmed by enemies. Then the enemies when frozen I don't know when they will "unfreeze", a good idea is to make them flash, like packman's ghosts when they're about to become enemies again. Also when I freeze the enemies the whistle animation doesn't let me see anything, it's a cool animation but it's detrimental to the gameplay since I can't see where I'm going. The whole animation takes up one of the four seconds the freeze timer.
Despite those minor details that can easily be fixed, I really liked the "almost 1-bit" pixel art, with few colors, and the fact that the cat can walk on four legs (holding S ) is really cute, too bad it wasn't utilized in the game. Pretty good job!
It's a good mechanic, but it felt too hard really, like the 3rd level I think spiked in difficulty and I didn't fully understand what was a safe zone and what wasn't. The level design is great though, it's just it's not super obvious to me when I was "under cover" and when I wasn't. Still, it's a fun game, nice art and animations and I gotta say the jumping/sticking mechanic felt really polished, good job there!