Thank you for playing and for the great feedback!
I had never thought about uploading your own background image, that's a great idea =)
Cute cake! Glad you enjoyed trying out decorating =)
OMG I have been showing Anime Abraham Lincoln to everyone I know!!! Incredible work!! I didn't even know something like this was possible, hahaha. We SO enjoyed watching your stream!! We were laughing so much. And it was awesome watching you explore all the tools and settings and thinking up creative ways to do things. Thank you soooo much <3
Mass select and stamp features are some of the most common requests so far, so not niche at all and we will definitely be adding them! Text and free draw are also on the list, but further down the road.
Thanks for playing and creating a true masterpiece!
Very unique game! I didn't read much about it before starting, so the transition from the chat and shopping interfaces to the abandoned house FPS was surprising but also hilarious. I LOVED all the humor in the game, especially all of the breaking of the fourth wall in parts that explained the controls and the soulless corporation speak. Mom SUCKS.
I didn't really understand the gameplay loop right away, so I was a little confused by the small inventory and wasn't sure if I should keep exploring, or if I should leave the level, but I figured it out.
I didn't have time to play much past day 2, so this might be a noob question, but I think I missed the chance to sell things in between day 1 and day 2 because I was excited to post my outfit of the day and didn't realize that was going to lock me in to starting day 2, haha. It might be nice if you could still go to other tabs after posting your outfit, and if there was a popup when you click EXPLORE THE BANDO to ask if your sure, for people like me who click without reading lol!
I'm not sure about the drag-and-drop, especially for collecting items for which I would expect the more common [e] to interact button, but it does make sense for being able to swap out items if you find something better, so I'm not sure I have a better idea.
Fun game! Great work!
Cute and fun! Been a while since I played a VS-like. I liked the theme and color palette, and the enemies were all really cute. I would have liked if pressing E a second time would close the pause menu. Also, the rabbit's hitbox felt a little big when it came to the boss shooting lots of carrots, pretty tough to dodge. Fun little game!
Hello =) I love tidying up in real life, so I thought I'd give your game a try.
Here is what I enjoyed about the game:
It was satisfying to click the objects and clean them up. I wasn't sure if it would keep my interest, but having the time limit made the game more interesting and I wanted to keep retrying to clear all the levels. I felt like the difficulty was nicely balanced and after several tries, I beat the final level with .005 seconds left!
Here are a few small bugs I found with the game:
- UI response time is slow when you start the game. If the scene needs to load when you click Start, then I would like the UI to have an instant change to some loading indicator. It feels uncomfortable to click a button and then nothing happens for a moment.
- Seems to be a bug when you pause, look at settings, and then resume the game. I wasn't able to click on anything again until I paused and clicked resume again.
- I couldn't seem to find any "incorrect" items on levels 3 and 4.
Here are some changes I think would improve the game:
- A clear visual indicator/attention grabber that clicking a wrong item reduces your time. This could either be a "-10 s" text that appears where you clicked, or a similar text that pops up over the timer. It took several losses before I realized that incorrect guesses were harmful, and at first I just thought I had a limited number of wrong guesses per level.
- I think the timer should be much bigger. I didn't see it for the first few runs, and I didn't understand why I lost. A visual update when time is almost out (maybe 10 seconds left) would also help draw the player's attention to the timer. (Maybe the text getting bigger, changing color, or animating as each second ticks down). You could also add a sound effect like a ticking clock when time is almost out.
- I'd like the controls to be displayed anywhere in the game itself. I got stuck on level 3 and then went to the itch page to see if it said anywhere that the game was unfinished, and that's when I saw the controls for the camera for the first time (which allowed me to clear the level).
- The logic on what items do and don't give you a time penalty seems a little inconsistent/hard to figure out. I would consider either making EVERY misclick a penalty (and making the penalty smaller, like 5 seconds, or alternatively having something like a limit of 5 misclicks per room before game over) or removing the penalty all together.
- I would limit the camera rotation so that players can only rotate as far as they need, not 360 degrees.
- Some work could be done to improve the visual style and appeal of the game. Maybe better use of shaders and a more harmonious color palette to start. The game's visuals are a bit harsh and amateur-looking.
I think there is definitely potential in this game! Here's how I would expand it a bit:
- Keep building scenes and create multiple stages like the one you have now where a stage is made up of 5 consecutive scenes that share a timer. Completing one stage would unlock the next stage. Stages could have different themes where all the rooms in that stage are part of that theme.
- Perhaps add a way to earn a small time bonus. For example, clicking 5 items in under 2 seconds could add 10 seconds to the timer.
- Lean more into the "hidden object" nature of the game. For example, in the first level, the little blue container up high against the blue wall -- that was always the last one I clicked because I always overlooked it. Having items that are a little trickier because they blend in by they sharing a color, shape, or tangent line with the background or other objects gives the player a fun "a-ha" moment (as long as they feel fair and they don't just become pixel hunting). These could be more prevalent on harder levels.
- Along those same lines, you could add a left/right pan control to the camera which would let players see a little bit behind things like table legs, which gives more tricky places to hide things.
- Increase the charm factor of the rooms. Right now, they are very plain and generic. If each room had more of a personality, players would look forward to seeing the next room and discovering all the objects. For example, instead of just a plain bedroom, you could have the bedroom of a teenage girl who is obsessed with a specific boy band. You could then invent the band, make fake posters, and put clutter around the room that would make sense in a teenager's room. Or maybe the study of a Sherlock Holmes-style detective with bits of evidence and investigative tools laying around. Each room is an opportunity to tell a little story. (I recognize this is a lot more work creating content though!)
Thanks for sharing, keep up the good work! =)
If you're interested and available, I'd love to hear your feedback on my submission as well. Thanks!