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YayLollerp

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

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I'll be sure to pass the message to the others! Thank you for the feedback!

I'm glad you liked the idea! And yeah, much of the UI was last minute and very scuffed. Thank you for the feedback!

I definitely clicked on it several times, cause I just started mashing all kinds of inputs (both mouse and keyboard) after a while LOL. But also after coming back to the game after an hour or so, I no longer ran into that issue and could not replicate it, so there's a non-zero chance that my laptop is just cooked. 

Thanks! The end result did end up a lot simpler than I had initially anticipated due to time constraints, but honestly I think it was probably better that way c. Thank you for the feedback!

The reason why ingredients have multiple attributes is because its intended to be a puzzle game where you can logically deduce every word without having to just trial and error everything. 

As far as my testing, I didn't have any problems with the trash can, but some of my testers did mention the hitbox was not as large as they felt it should be. Maybe that's the issue?

Either way, thank you for the feedback!

Very very cool! After a moment to get my bearings, I was instantly absorbed. That being said, I'm not sure if I am just doing something wrong, but the UI goes off the screen, which prevents me from building a radio tower or a farm. No matter how much I resized my window, zoomed in, or zoomed out, this would not change. Otherwise, incredible game!

I love the use of the theme and the sound effect here! Having to tell the different dogs apart based on their barks is such a cool concept, although it does get a little difficult. I will agree that, though I did assume you could get more dogs, I did not know how/when it occurred, and having to use a dog to just detect when you get other dogs feels like spreading yourself thin. Most of the time it kind of felt like there were either no enemies, or far too many, but I understand the difficulty with balancing, especially for a game jam. Oh, also I was playing in singleplayer so I'm not sure if its just a lot smoother in multiplayer or not. (This could also just be a skill issue on my part)

I do think this game has massive potential with just a bit more time to smooth out some of the edges!! Awesome idea, awesome game!

I was completely at a loss as to what to do for the first two runs, but its a simple enough concept to where I could figure it out after a tiny bit of messing around. It was satisfying being able to finally save the dog barely just in time after scrambling together the letters H, I, and W, and using process of elimination for the rest. I won't question why the dog is getting dragged into the fire LOL. It was neat (but also a tad strange) that you had to approach the record player to hear the morse code. Silly little game, had fun playing a couple rounds. Nice job!

Very very simple yet addictive game loop. It seems a lot of others left you much of the same feedback I would, so I won't beat a dead horse. I will say that the right branch of the upgrade tree felt significantly more powerful than the left, but who I am to care about balancing in a single player game jam game LOL. Awesome game!

I like the vibes. It was cool that you added multiple indicators for the actual morse code to make it easier for others to pick up on it. The added bit of accessibility really helped. I was able to transcribe the morse code fine, but I ran into a bit of an issue when decoding it. I'm assuming that I needed to just type the message out, but the game was not responding to any of my keyboard inputs. I would've loved to try and reach the end, but unfortunately I can't get past that roadblock. Still a really cool game

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