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Suggestions Sticky

A topic by Bucklerparry created Nov 04, 2025 Views: 275 Replies: 7
Viewing posts 1 to 5
Developer

have ideas? thoughts? put em here

(+1)

Are there plans to add more heavy stages and items? I really love this game and I'm looking forward to any updates in the future.

Developer

there are plans indeed for more items! more heavy stages for npcs are a given, but new ones for the player are very unlikely since it's already so difficult to design levels to accommodate how many different sizes of player could have to navigate them

I do have suggestions to put em here! Adding a map wich shows unenterded ereas and uncoleted burgers, would agregate to  gameplay efficiency. Also, make the charecter on the menu reactive to your current heavy stage.

BTW, i only saw your game last week, the work you put in to it really makes it stand out.

Developer

a map is mayyybe, if something like that is implemented it won't quite be as straightforward as a usual map i imagine.. with regards to menu character that's planned! I drew a few variants and then ran out of steam when I realized I wasn't sure how to make the character grow and also fit them into the ui without covering stuff up... I might make a new version of the menu character that's a bit smaller

Thats epic.

Before I even begin, I have to say, your game is absolutely amazing! Even though I had lots of frustrations with some mechanics, I still really admire every idea here, and I think most of them are executed really well. And the art, gosh, I love every litter critter in this game so much!

All the burgers are placed in very thoughtful locations! Upon reaching Secretopia and resetting the burgers, I decided now that I had a more intimate knowledge of the map, I would begin with the bottom of the map, because it gave me the most trouble. I collected the four burgers there, and was pleasantly surprised to see a route forming with the burgers to the south, west, east,  and the beginning area. However, despite how well the burgers are placed, I do have to say I got into the same habit of delivering them back. Because two of these routes I made are on the right side of the map, I haven't been able to make my way back to the surface without passing through Unheimlich, which is a fairly hard sequence when your jumps are pathetic. Not only that, but over half of the burgers are located to the right, or at least remove that one spike in Heimlich that is so demoralizing... I've lost two max hauls to it. It would be very nice to have an alternate route, though you could keep it locked to a red door. 

Also... There are a few very tough burgers, but they are fair in a sense, since technically the floating bugs and flying ticks are simply game mechanics, and I did grow more used to them as time went on. However... Locked Room Mystery is poorly designed. I'm not sure if this room underwent any changes during development, but it is extremely challenging to complete. Now, if that was all, I wouldn't mention it here, but the real issue is that I can never slip through the third red door in time, no matter what I do. Instead, I have to hope it gets stuck and eventually pushed through to the other side, which doesn't feel like the intentional solution. Unless I'm supposed to be a smaller size, I can't imagine any way to be faster, unless I am just holding jump for too long, but that's not the point. If I completed this burger in this way, I'm sure many others did too. Please change this room when you get a chance. Or...

I understand you probably have some ideas in mind for the next item, but I would love to propose some sort of item that allows you to move faster, though I personally only desire this to be at higher weights. I think making all speeds faster is a bad idea, but it would be very nice for avoiding the green blob's bullets and for just getting around in general! It could even be the solution to Locked Room Mystery, requiring this speed boost for the burger. If I was choosing, I would make the item move the speed penalties back one weight stage, so stage two is the normal running speed, and stage three is stage two's speed and so on. 

I understand that in some cases, not including a map can encourage exploration and improve the experience, but I'm not sure it improved the experience for many. It is pretty easy to get lost at first, or have no clue where the next burgers are. I've heard you aren't thinking of including a map, but any sort of way to at least find burgers would be great! These burgers are artifacts, perhaps they could be tracked? At the very least, a map somewhere in the hub would be very appreciated. That way, the player can plan out their route to an extent, but only really succeed when they commit to it.

This is a silly one, but I would love to be able to collect the burgers in the tutorial section before my purple friend eats them all (or at the very least I want to feed him more, heehee). When you first grab the red key, perhaps you could return to the first five burgers to find- fuck um, I grabbed the red key while writing this to make sure it wasn't red keycard, and now my purple friend won't tell me their name :( ...um sorry, Perhaps you can return there to find them monching on one of the burgers, with the other four still laying about. That way it can still be four burgers for a maximum haul. (also I love this character, you cooked)

There is a sign pointing out that there are these caution signs in the background, but I can only recall seeing two of these; one in the same room of course, and the other in the tutorial section. I understand it's more a thing to help those observant, so I'd just propose adding some more around the place instead so that I'd actually be looking about more. For example, a nice place for one would be in Kettle & Belle at the enterence to Looked Mystery Puzzle, because I forget about the spikes and the floor that breaks under you. You could either add them below the bridge between the spikes and the ground, or probably place it below the one little support where the door is when closed.

I would really recommend expanding out the west a bit more. Having four more burgers over there would make that side much more lively, though I have to say that I really like the burger in the silent room, that one is so clever! You could put one at the bottom of Feed Silo, since I always am avoiding the bottom path. Now people will have to explore down there!

I find the echos of an ancient life you find in Feed Silo so cute, I really hope you add more of these! I suppose part of the appeal already is there's nothing else like it, but really this is just an excuse to hear Calypso's comments when you return through the portal during a max haul. (Also can you please just list the character names somewhere when talking to them? I just had to restart my game again because I'm terrible at remembering names.)

I would kill to see the CONEDRAKE's crashsite, and it would be so peak if they weren't even damaged at all, just so hopelessly fat they'll never take off again. *I love that thing too much, I mean, it has like three instances where it's seen, and then never again, that's so me. also great art in that opening scene!!*

I know you'd have to be stupid to get stuck in the tutorial, it's well made, but there is the possibility of the player grabbing four burgers and making their way to the right, which is possible, I made that, and jumping in the hole. There is no way to die, and so you have to quit to the menu to resume the game.

Lastly, Calypso is not very helpful in the scheme of things... They inform you to collect the artifacts, but that's not easy when you can't find them. Additionally, you might not be able to reach those burgers without items. It would be useful if Calypso could hint at items you need to find, and sprinkle some obscure advice at you, perhaps including the word "bounce" in said advice for the red key. This one is admittedly not too important, to the point where I think it could even worsen the exploration, though to be fair the exploration part of the game *is* a bit weak on the right side. I just took way to long to find the key lol.

Thank you for listening! I hope my feedback was helpful, and I hope you consider the more serious stuff for a bit! Have an amazing day!

Developer (2 edits)

Hey, thank you for enjoying the game! I've been working on new stuff for the game recently, I'll try to address ur points:

- map, the game will probably have a minimap of some kind! Though, it might 'lie' to the player in small ways, like only showing room connections that have been discovered. I've been working on that kind of thing, not sure where it'll go on the screen... I guess it can just be a pause menu map instead of a minimap.

- there are definitely further movement upgrades planned! There are two I've been working on in particular... One of which does in a sense have to do with giving a speed boost~ Look forward to it, I think it'll be cool if it works.

- guarantees: conedrake shall certainly return. That one spike will definitely stay.

- making the player want to play the game the way it's "supposed" to be played, planning out routes n stuff and having a bunch of viable completion paths, that is the ongoing design struggle!! I don't wanna force the player to have to take four every time, but maybe that's how it's gotta be... I'll keep thinking about it!!

- I really forgot about the caution signs... I guess I'll make more use of them.

- the red keycard in general is kind of a strange item, and I'm not sure how it factors into the full game... Im thinking now maybe each level will have something like that, a mid-way state change caused by the keycards....?

I'll think of more responses later perhaps... Thank u for playing and thinking so much about it!!!