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MrCheeseAndPie

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A member registered Jul 23, 2020 · View creator page →

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I appreciate it my friend <3

Thank you for the kind words! And hey, we both got through that stuck-iness in the end xD

This game had a satisfying core loop and I feel like there is a bigger idea nested in here that can be expanded... awesome work!

Just played that game, I hadn't seen it before. Thank you for sharing it, it gave me a lot to think about this medium we are all so deeply mired in playing and designing

I've seen a lot of games that use time as health but I don't think I've seen one use it directly as a currency... it's quite a unique take and it really makes that early game feel tense as you scramble to optimise your limited health without losing. There's definitely an interest concept here to expand, but I think the difficult design work is going to be keeping the player at low time for as long as possible to maintain that tension (late game you accumulate too much time). Also I don't know if it was intentional or just part of how you implemented the attack, but I actually love how there's a short window after I click that lets me drag the attack across an area of enemies and hit them all. It adds a weightiness to the attack that an instantaneous click to attack doesn't. It made me feel like I was getting away with something (always a great feeling in games!). Nurture this seed and see where it goes grows..!

The writing here was perfect. Not only were the themes poignant but the absurd humour was on point for me. I had the biggest smile on my face the whole time. Who cares about making perfect games? You made a game that brought joy. Keep at it! (also this is the first and only 5/5 I've given for narrative for this jam xD)

It was cathartic indeed, thank you for the kind words!

I'm surprised to see someone stuck through it, I appreciate it <3

This was possibly the most innovative and addictive game I played in the jam. Wow, I had to tear myself away because it is just insanely satisfying to line up countdowns. That was my favourite strategy. I wasn't a fan of the added layer of complexity that a lot of the shuffle items entailed. I basically ignored them. But wow was it satisfying to carefully spend my +1s and -1s to line up a massively long chain for a countdown. The colour scheme also needs some work, something that lets players judge at a glance the gradient of values (perhaps high values are darker and lower values lighter?) and you have an absolute winner here. Absolutely legendary!

Simple satisfying core loop and I didn't expect the hole at the bottom. Also that victory screen made me chuckle, well done xD

After getting hooked I don't know if I could even explain the rules to someone and yet it's just strangely satisfying. Simple but polished to a mirror finish that makes it a joy to play. Addictively tactile. That's how I'd describe it in two words. Awesome work!

It's simple and yet the core mechanic of clicking and watching the countdown is evocative and unique. The sounds really make every click conjure up images in the mind of the flurry of workers quickly leveling the land. As a strategy fan, there's something interesting here I haven't seen before...

Love how you simultaneously made it wacky and strategic. It has style, it has substance, it's easy to learn, and it made me laugh. A perfect jam game if you ask me, awesome work!

The name is absolutely *chef's kiss* lovin the presentation!

I've been following your games for a while now and you never fail to amaze me how much mileage you can get out of incredibly simple mechanics given a good coat of paint. Your visual design is stunning. And it transformed what is essentially a rage game here into a kind of zen experience. Don't get me wrong, levels 4 and 5 were brutal, but the graphic design, the particles, the thick trail that only really shows when you're zipping through a part of the level you've got down in your muscle memory... it is simple, and it is slick. Keep up the awesome work! :)

(2 edits)

Oop seems like a bug (for now...). Good find :DD

Haha glad you enjoyed

The game isn't optimised to raise the particle count much higher than it is, and unfortunately it would probably require rewriting the whole thing.

This is one of the most heartfelt comments I've gotten about my games, thank you for sharing this :DD

The pick is only VERY marginally more efficient than the hammer so it's not that big a deal. The game is not incredibly high stakes so the option of the hammer is merely for preference. Some people like the heft of smashing a bigger area. Some like precision. I didn't make this game to be hyper-optimised, it's more for the vibes. If I continued to work on it past the jam I would've made sure every tool was perfectly balanced in its own niche.

The pick is actually slightly more efficient per hit but the hammer helps clear bigger spaces faster once you discover where a fossil is hidden. Mostly just personal preference.

Thank you for the feedback, it was a joy to see you and your daughter play the game. It reminded me of the joy my little cousin has when he tests my various games. Never fails to put a smile on my face :))
I hadn't considered a mobile port though I see the potential. I'll have to think it over as it's a skillset I don't yet have but have considered learning.
Regardless thanks for playing and sharing your experience, this made my day <3

You've brought up some valid feedback. I'll have to look into diagonal elements...
Thanks for playing!

Thanks for playing and the kind words <3

I agree that more metrics would be helpful granted they don't overwhelm the player, and the game definitely needs more work with its onboarding. Good points there.
Also you hit the nail on the head, I grew up playing Warcraft 3 TDs so that and some of the Starcraft custom map TDs definitely inspired the design. Glad that someone picked up on it xD
Thanks for playing and your feedback!

You've brought up a number of small points that are great feedback and easy enough to fix. Also the live feedback is always immensively helpful to really get into the mind of a player so I appreciate that you gave the game a really solid go <3

I see your points about teaching the various tiles more clearly and better portal pathing indicators. Thanks for the feedback :))

Love your progression with the game, glad you stuck with it to find the depth in the end :DD

I agree that it could be made more new-player-friendly. Thanks for the clear feedback <3

Thanks for playing <3

Haha I designed it with that "just one more round feel", glad to know it's working!

This is a valid criticism for a lot of things. More cats indeed...
Thanks for playing xD

Retrigger stacking to victory!

My boy Lawrence has come so far

Haha I thought I'd fixed all the integer overflow-level combos but I guess not... rebalancing still needed xD
Thanks for playing!

Thank you for the shining review!
It means a lot that someone noticed all the little bits of polish <3

Wow that's a wild score, thanks for playing <3

Yep tiles those are key to maximising your economy, thanks for playing!

Every part of this game has been tuned for maximum goofiness and I'm all in! The horse stacking, the exploding collision sound, the fact that the player is just another horse with a cowboy hat, and tthe way the horses just get tossed aside like ragdolls when scoring them then get back up to run away. I had a smile on my face the whole time xD
I've seen a fair amount of games about drawing loops but this is easily the best, comedic genius!!

Thanks for playing! <3

I've learned my mistake with the 8x speed but I'm glad people are getting some fun out of it :DD
Thanks for playing!