Appreciate your feedback!
I might work on a post-jam version, and add some tooltips to show how the resources are earned and spent. (The actual crafting only ended up in the game one day before submission :'D)
HQUIL
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Great looking short tower defence game. I like the mechanics of purely holding the enemies back, instead of damaging them. The alternate source of resources (time vs. kills) add a nice touch.
I'm assuming that level 10 is the end? :3
Heads up: there was some interaction that wouldn't let me craft anymore, switching tools and right clicking didn't help. Unfortunately, I didn't manage to reproduce it.
So, before heading to bed, my little auto-dragger script made it to the cosmic toast w/ cosmic blue cheese, jam & meteor ham. Sensing a pattern, I really hope there is no third stage of toast x)
Overall a quite fun, simple mechanic. For the later stages, the game itself chould maybe somehow switch gears, in order to limit the amount of toasts on screen, as they impact the input latency.
Be careful with the "downgrades", some toasts combine to the same amount of currency gain, effectively punishing the player by halving his income.
I enjoyed the story and game concept behind this. (can't comment on the strategy aspect, since I didn't have anyone around to play it with)
Not sure if I followed the instructions correctly, but here's my interpretation:
To play, I've printed all three sheets (36 ingredients, 5 power labels, 4 power cards) and colored them.
I left out the check and steal cards, as i couldn't mentally fit them into the deck (you can't have them as ingredients, and they seemed redundant). I ended up using them as rat markers.
The power costs (symbols and amount) are randomized each game, with one power being left out. To play a power, I discarded the given amount of hand cards with the matching cost symbol as my turn. (except for "Two", which is passive)
To introduce more mayhem, I could see an addition to the ruleset working well here:
When a player attempts to craft a potion, he peeks at all the ingredient cards.
- if he succeeds, the ingredients are revealed to prove his success.
- if he fails, he only has to point out which of his cards were correct.
This keeps the rest of the players guessing, but gives enough information for the minusing rule.
Lovely little arcade game.
The difficulty comes a bit to a halt once you master the basic movement, adding more variations of crim spirits throughout the score progression might make that more challenging. (like a spirit that circles around ingredients, one that covers the crafting zone, or one that zigzags across the field)
In terms of player choice when crafting, I could imagine something like Overcooked's delivery working really well, with multiple crafting spots (with their own recipes), and a trash bin if you end up messing up the collection. Just some ideas in case you plan to continue this.
The stories were really wholesome, short and to the point. Making it enjoyable for people (like me) who shy away from larger visual novels. The writing made finishing your tea always feel really satisfying, while also hilariously being "the wrong tool for the job".
Note: On the edit page, under uploads, you can mark the .zip files for the appropriate OS, this way they should be able to be installed via the itch launcher (given that the launcher recognizes renpy executables)
Update - 1:30 hours after submission
Usability: fixed a bug where the labeled resource costs were swapped
Game Breaking: Fixed a bug with the Windows 64 build that caused it to crash when starting a new game.
Later that day...
Kinda fixed the web versions resolution for 16:9.
The playfield is still skewed on 16:9 phones for some reason, but at least you can access all the necessary slots to play a match.
i liked it, the gameplay is very relaxing, and the audio does a good job.
The image gets a bit blurry on high resolution, I imagine you're using sprites, so make sure to change the "Filter Mode" to "Point (no filter)" in the import settings on your .png in unity, so they should remain crisp when upscaled. (filtering is more commonly used for textures on 3D meshes).
You might find some fun in implementing raycasts for the enemy vision, so boxes will cut the line of sight :D
It might not be the user-friendliest game in its current state, but you created a working new concept with really immerive aesthetics as your very first game. be proud!
So it took a lot of trial and error out to figure out the mechanics and finally get that A soup, but it was fun digging around. who knew spiders were so sweet? :D
cool game, I like the addition of a point system. is it possible that killing enemies while in the air gives double points? i love it :D
The main character moves very fast which makes the platforming kinda tricky, especially if you try to use the enemies as jumppads, and then try to shoot them while landing on the next platform, but it's fun xD
cool game, especially the last level is very enjoyable to play.
As for the difficulty, consider giving more information for the moving sprites (like the exploding rects or the sinewave). You could for example draw a grey line half a beat early where the rects are going to shoot, or render an additional sinewave in grey half a beat earlier so you can evade the whiplash in level 3 and not just tuck yourself into a corner and pray ;D
The lighting and design is fantastic, and the CCTV is a very good addition. Gameplay falls a bit short, as you are forced to build an optimal ratio of resources. If I'm honest, half of the fun in a sim game is that mayhem ensues when you neglect the need of your population. So let the residents be dirty, uncultured and primitive if you can't take care of their district ;)
The visuals don't translate that well into lowrez, so i'd love to see a higher resolution version of this. Well done!
This game is gorgeous. the 1.5 hrs it took me to finish the game might seem very long for a jam entry, but it kept me hooked all the way.
While the resolution and design stick true to 64x64, the sprites and lighting don't move on the 64x64 grid. Despite this making the movement fluid, I feel like that would have communicated the battle a bit better aswell. Apart from that, i really have to commend the completeness of this entry, Great job!
This game really has potential, I really liked the complexity of the battle system and exploration.
A major problem i see, is that the game likes to throw you into fierce battles without giving much of a progression (except for the final boss). I ended up dying and losing my small progress for the first 20 minutes straight (save for crucifixes which don't appear to increase your max HP, unfortunately). So i took to the save.ini and messed around with it to see what items would have which effect.
While the combat is great adaption to the lowrez theme, my bad skills often made me wish that it had an autobattle option. Nevertheless, this is a really solid entry and you can tell that a lot of work was put into it. Great job!