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Gacha Pals!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #54 | 2.556 | 2.556 |
| Originality & Innovation | #59 | 2.746 | 2.746 |
| Fun & Game Design | #66 | 2.444 | 2.444 |
| Theme | #72 | 2.476 | 2.476 |
| Visual Style | #78 | 2.365 | 2.365 |
Ranked from 63 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You break gacha balls to receive pals to aid you in breaking EVEN MORE gacha balls!
The power of friendship makes the big number go BRRRrrrrr!
Did your team create the vast majority of the art during the 4 days?
Yes
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Comments
Beat it in like 30 min XD. What's impressive is that you made it all in a custom engine in less then 12 hours. Somehow, I can picture this as a speed runner game if you added more control on what pals you can get.
Thanks for playing!
> if you added more control on what pals you can get.
Any suggestions as to how I could do that without vastly altering the current gameplay loop?
On the top of my head. Maybe before spawning you pop up two sprites like the 404 error and which ever the cannon hits that is the pal that spawns. I don't know if that will be more annoying or challenging later on with the auto clickers tho.
Great Game in so little time,i also love how you did everything yourself with a mouse and the sounds with your phone, that's a lot of commitment
Great Game in so little time,i also love how you did everything yourself with a mouse and the sounds with your phone, that's a lot of commitment
Thanks! It was a challenge doing everything myself from scratch in such a tiny timeframe. :D
Best game 10/10 (uwu money bagz!).
But seriously, for a 12 hour jam time, the game is majestic and your engine is performant asf because I tried making a click macro to automate the game without throttling it didn't crash, absolute beast!
Also, making our games together all night was very fun (stressful). AND WE BLAME YOU!
Thanks for playing!
> your engine is performant asf
Thanks! take great care in making sure everything remains performant & can handle 50k sprites at 360hz on web. <3
I also had great fun with everyone in the Jamlytics VC- we all were in it together.
And we should blame Lesta no? XD
woahh when i clicked on credits and it auto scrolled and let me scroll faster down the list?? 🤯 🤯 i like the dramatic blank space around all the credits of Quinten.
it's nice that your page also has screenshots and visual info displayed within the description, nicer to look at than just text and a cool sneaky little way to show off some helpful information beyond the game itself 🤫 easy to scroll down and take a look without interrupting gameplay. though i kinda thought it was just there for convenience or additional lore and important information i'd still be able to figure out through playing the game until i realized it was auto clicking for me. so maybe some sort of prompt to let players know the info is down there... or put the image before all the other text so it's even easier to look at while playing the game. the additional info is also fun, i love that you recorded the sounds yourself from your desk!! they sound pretty great for random objects you could find under half a day.
i like that your visual style even if you aren't a cracked artist you still hand drew it all even if it looks crappily ms painted (i actually find some of the art charming but that's still the impression it gives off) that gives much more character than for example, or combining assets that don't really look cohesive together (some games have great looking playable sprites but everything else around it not so much) or using shape tools to create perfect circles and rectangles. you do have perfect rectangle buttons though, i'd suggest hand drawing the frames for those as well if you have time, and making sure they never touch the side of the viewport....
the score as text is quite a distinct style but also makes it hard for me to process how much number go up, but also it's cool to see the word million when it gets there, so pros and cons to that approach, but it does feel original. honestly i may have gotten too distracted writing this review so i didn't super engage with the gameplay itself, like i clicked but as you know i didn't know what each new pal did so i was mindlessly clicking with no understanding of what i was doing, or where the game would go with it. so after a while i didn't feel too inclined to play more of it :( but you seem very friendly and you get points for style from me.
Thanks for the feedback + appreciations, its nice to hear some UX stuff gets noticed.
Handdrawing frames might have been nice- Just kept it simple for scaling reasons, didn't want stretched button textures & nineslicing would have been a bit of extra work to get right. Worked with some rediculous deadline's & constraints too.
the missing 1 rem of padding-right on settings button was a bit of an oversight- 3am brain must have added in the top but not the bottom. All is done through code, don't really have a visual editor when working with a custom webgl/ts engine & some html/css primitives.
The infographic helps a lot in knowing what it all does, ultimately wanted to have it in the game itself too- just time~ still managed to make it clear enough I hope. :)
I'm surprised at the postivie feedback I'm getting on both my art & sfx-I'm a programmer + UX/UI designer by study & trade.
As for beating the game, you definitely will need the guidance of ur pals- Clipper's Errors & CatUwU are MVP's here.
Again, thanks for the feedback! <3
it was a bit confusing where exactly my score came from, but hey, i'm a fan of big number, i love me a naneinf, so i did achieve it in exactly 20 minutes. i don't know what kept me going, but something did, so i think that says a lot about this little game
Thanks for playing & reaching the end :P
There's some hint discriptions on the itch page but.
To aid with the confusion.
- Pointers autoclick
- Lil' Bit's cheer for cannon damage mult
- Banana is a flat multiplier for banana's destroyed.
- Destroying Clipper glitches turns + into * for a bit.
- And CatUwU rewards breathing in between clicks. ( 5s pauzes )
Tried my hardest on the UX & juice- even if sfx & art isn't my strongpoint- the fact you made it to the end means I did something right <3
THE WAY I kept screaming "Yesssss! MORE FISHY PASL!!!" was absolutely diabolical!! XD
My goal was to hit 3 million, then I said, why not 30? And when I passed 40 I said....let's try and hit BigInt!! (The jump from 40 to 90 was WILD tho!)
Even though my final time was egregious, I still had a lot of fun turning my brain off for an hour and a half!
Great game! 🫶🏽❤️🔥
Love the energy in this comment. :D
Thanks for playing & I definitely owe you a play & rate once I'm through my queue. <3
Good game Quinten!
I enjoyed it, although I don't have a second monitor so I feel like I couldn't be patient enough to get to the BigInt limit haha. When I click out of the game tab, the cannon is indeed locked but the game interaction is crawled to a halt or not continuing at all so I have to keep it on focus if I want to keep playing it. Also thought it was a bit weird that the cannon direction don't exactly match the mouse direction (the cannon fully goes sideways when the mouse is about 45 degreess from horizontal).
I didn't read through the itch page at first so I thought it was kinda funny itself to figure out what each pal does haha.
Anyway nice game, and definitely an impressive result for the <12h challenge. Great job!
Thanks for the feedback <3
The game freezing on 1 monitor when switching tabs might be the browser saving memory.
The cannon movement is intentional, its like aiming a bow in games- otherwise clicking errors and having perfect aim would be too easy.
Just didn't get time to clamp at +90 & -90 and it can shoot out of bounds.- but that doesn't affect gameplay- just a visual.
Reading the itch page definitely would have helped- fun to figure them out though- but might have missed some details.
Thanks for playing!
Very impressive for something done in 12 hours and in your own engine! I personally would not be able to achieve such a feat in such a short amount of time
Thanks! Was a bit of a challenge- but had a lot of fun hanging out with other participants from within my jam community.
Think without the "VC pressure" I wouldn't have gotten a build out in my dev-time. And maybe if we would have found out about the jam a bit sooner I'd have had some extra time. xd
Still was a fun challenge! :D
Such an interesting little game, really fun to pass some time with
Thanks for playing! Happy you had some fun killing time :D
Nice lil' autoclicker with satisfying pops and other sound effects.
Spammed the first few gachas until the clicker was sufficiently... self-sufficient, and then let it ride on the 2nd monitor!
Coolbeans that you did it in your own engine in sub 12h! :)
Thanks! It's one of the first jam's I made all of the sfx myself, programmer by trade.
Happy to see it's succeeding as a 2nd monitor game. That was part of the goal :D
my finger got a six pack from this clicker game, lol. pretty simple and fun definitely a nice time waster especially once you get enough auto clicks you can just sit back and enjoy the show, its some silly fun while waiting for your food to heat up in the microwave!
Exercise those finger muscles :P
A thing I like is when games give you the opportunity to sit back, or just take a moment to read, look at something.
Is an aspect/something I try to add in all of my jam games.
Also W Microwave mention, my community would approve.
Can never go wrong with an auto clicker.
For a game made in 12 hours this is pretty impressive not gonna lie. Took 36 minutes to beast, though I will be honest, after unlocking a few pals (fish mvp btw) I just started rating other games letting this one complete itself ^^
But yeah, it's a clicker game those are always fun
Thanks for beating the game & seeing the ending story :P Took me about 30minutes too, casually playing in development whilst talking in Discord VC. The fact it was satisfying enough to keep it as a 2nd monitor game until the end means it won in my book. <3
My finger is tired. Creative game regardless.
Finger muscles getting some gainzzz! Thanks for playing :D
Very funny little pal game, and clippy!!! I will like the canon to stop following the mouse when you change application, so I can accumulate points while doing other stuff
Thanks for playing!, If the main itch frame loses focus it should lock the cannon. Maybe I need to think about adding a lock button though?
For legal reasons: Clipper will send his "cousin Clippy" his regards. XD :P
I loved the artstyle, and i loved this game! I just wish there was more stuff, maybe some incremental mechanics like upgrades and stuff :V. Still a fun experience!
Made the game in ultra hard mode by both using my own game engine, spending <12 hours and doing all from scratch- happy you liked the artstyle- I'm not that big of an artist so appreciate it!
If you quickly want to get to the BigInt ending interacting with the Clipper Errors & cashing out CatUwU points idle-y is the way to go.
Every pal influences the field in some way though!- but If I decide to continue work on the "nightmare codebase" that is 12hour rush & sleep deprivation- I could consider adding some upgrades & extra pals.
Thanks for playing though! :D
As a huge gatcha fan myself this is easily addicting. I love the little pop sounds aswell!!! awesome job and I wish you the best of luck
Thanks! First time really doing an incremental idle game. Also decided to join this jam pretty late- so it was a <12h challenge for me :D
Love the sound effect works very well with the style, a bit unsure on the scaling feels like it goes very fast then very slow. Text effects are awesome a bit hard to read but big number funny!
Thanks for the feedback! The scaling depends a lot on the RNG and how much you interact with stuff like Clipper errors & CatUwU's also some lucky fish combo's can quickly make the ball go down. In testing my faster run I managed to get the BigInt limit in abouts 30minutes pretty casually with good cannon placement, but I understand there's some luck involved too. Well it's Gacha after all! :P
Awesome game Quinten! Very interesting take on the theme, I love it!
Was a fun opportunity to make an idle-like incremental game :D
Thanks for playing! <3
funny game! I appreciate the effort with making the sound effects yourself, well done!
Thanks, I challenged myself a lot with doing *everything* from scratch :P
As a programmer UX/UI designer I rarely work with sound, & art programs.