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YayLollerp

30
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9
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A member registered Jun 14, 2020 · View creator page →

Creator of

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Neat game, awesome art! The resource management aspect was pretty cool and really well balanced. By the time I got a grasp on how the game works, my budget was running tight and things were getting spooky, but I was still able to make it through and continue surviving. In the end I built just over a hundred floors before restarting to try other strats. Looking forward to where this goes!!

If I had any complaints at the current stage, it would be that the shrine and the archers are definitely not built equally. You can survive with purely shrines, but not with purely archers.

Thank you!! I've been inspired to continue working on it, so balancing will for sure be another future target.

The lighting is a good catch! My artist actually made a light overlay for the lamps that would change the background, but I didn't get around to implementing it due to the mess of rendering layers at that point in development...

Thank you! Yeah, I definitely ran out of time for more user centric features... If I had more time to test, I also definitely would have the player killed in a sooner timeframe. Having a significant portion of the game locked behind that large of a delay is not great for initial appeal/hooking the player in.

The tooltips is a great suggestion! I think I'll take it.

Let's please keep things civil. The pacing is valid criticism, but please understand that its not intended to be a high action game that you spend all your attention playing. It is an idle game, and passively accruing resources is part of the fun.

30 minutes should be more than enough time to reach your first death, so please don't be too discouraged. 

I appreciate discussion about the game, but please don't attack other commenters. (I'd like to request this of BrandMasterViperStudios as well)

Really cool idea, chill game I could see myself playing more.
I wish there was a little something to distinguish between the different blocks while mining though. When they're overlapped, its a bit hard to tell which one I'm scanning. I know it doesn't matter if you just mine immediately after scanning, but the patch of blocks can get pretty hard to read. 

Overall, neat game though!

Very silly, very cute game. The art is immaculate!

Neat game, very cool idea. Art was super cute.

Very silly game, insane vision. Leaderboard is super cool too. Overall great game. 

Its pretty cool that you added keybinds as well as persistent audio settings!

The keybinds are a bit rough though, it would've been nice if those were also persistent as well as accessible outside of the run. Changing keybinds also triggers the input you're rebinding, which makes rebinding cost you lives if you don't also match it with the colors.

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Game was super cool! I genuinely got absorbed in it for a good while.

I did have a small bug with the "more auctions shortly" text not disappearing during the actual auction, aside from that it was super clean!

I do agree that it would be nice if there was a way to skip the break/sleep time. As neat as it was, the eating sounds got a little tiring to listen to after a while. 😔

I think the email system was a very clever way to seamlessly add explanation into the game. (something I am struggling with)

Unique take on the theme! The sound effects were integrated seamlessly. I thought it felt very natural.

I will partially agree with the comment on your page though. While going for full completion and collecting all the coins, making one quick mistake can lead to having to play the whole game again. And honestly that's a fair challenge, but it did demotivate me a little. But that's a tiny nitpick with the post-game. Overall the game is really cool!!

Concept is really cool! I somehow felt a little nostalgic playing the game.

Gameplay wise, I especially liked how delivering the boxes also reduces the number of hiding spots you have access to. Neat and natural way to increase the difficulty over time.

For sure, I was going to add a guide/text tutorial on the itch page once I found out I can still edit it. 👍 

Will do when I have time.

There isn't exactly an 'end' though... just intrinsic goals like collecting all the items, hitting a certain stage, etc.

Thanks for the feedback! Yeah... a tutorial/more explanation of the stats/mechanics was definitely in order, but we kinda ran out of time...

As for the bug, it sounds like maybe you toggled auto start without realizing what it does (which again is completely understandable because there is NOTHING to explain what it does)

The bottom right toggle switch should allow you to switch back to manual and upgrade after a run. 

Thank you!!

not again ☠️

Thank you! ¡Gracias!

Oh shoot, I completely misunderstood. Thank you for clarifying. I can't seem to replicate or find what you mean, so can you record it? Thank you!

Thank you for the encouraging words! I'm glad you liked it!

Thank you! And yeah, I understand the difficulty with the platforms... There are technically rules for what you can jump on and what you can't, but you kinda have to trial and error it a whole bunch in order to figure them out as they aren't very clear and are never explained. Which is certainly not ideal. As for the bug, it's this weird thing in Godot where if there is no spacing between sprites in the sprite sheet, it sometimes bleeds over. I fixed it for a couple other sprites, but I completely forgot about for the player since it happened a lot less often. Anyways, thanks for the feedback! I appreciate the constructive criticism!

Thanks! I'm glad you appreciated the vibes. Thank you for hosting the jam! We had a lot of fun!

I'm glad it did! Yeah, definitely would have worked on those given more time. Thanks for the feedback!

Thank you! That was definitely something I was very proud of. Distinguishing Mus and Gus when their gameplay is not actually too different was a challenge that I personally think we nailed!

And I'm sorry to disappoint, but there are no vending machines in our game! ;)

Thank you! And yeah, that criticism is completely valid. We were scrambling to finish the stages towards the end so we did end up having the most time spent on the first and last stage LOL

Thank you!! Our artists worked very hard on it so I'm glad you like it!

Thanks! Yeah... didn't quite get to a couple things that really improve game feel like coyote time and input buffering. In the beginning, I wasn't intending for the platforming to be very hard and thought it would be unnecessary, but by the time the level design changed and became hard, it completely slipped my mind...

Again, thanks for playing and commenting!

:( yeah... 

I'll need to add that along with input buffering later.

Simple, but neat game! I think the idea is pretty unique. It's very satisfying to shred through a bunch of enemies when they line themselves up to chase you.

Although I understand that's part of the charm, I did find the controls a little difficult, especially when small. I made by only using the large and regular size forms. But it's also probably just a skill issue LOL.

Overall, I think this game has a lot of potential. Highscore: 042


also obligatory enemy ship look like amogus comment

LOL ain't no way you type this out on the game jam submission page ☠️☠️