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abcChocolate

29
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A member registered Oct 17, 2024

Creator of

Recent community posts

I'm targeting a major redo of the UX/UI design by next week. So this minor update version should do till then.

Hey, thank you for recording your playthrough and sharing detailed feedback!

I'm very happy to hear that the core game loop was fun. I'll try to add content to the game if I figure out how to differentiate from being too similar to Plate Up, which is a rogue-like cooking game where you can automate things. I didn't know about this game until Anas3101 told me about it yesterday.

Yes, currently conveyor belts can place items only to other conveyor belt. Robot arms, on the other hand, can pick or put items anywhere if it has space! 

If the conveyor can put items into the chopping board, it would reduce the utility of the robot arm.  So I think I should figure out a way to tell the player why the conveyor belt behaves like this in a reasonable way.

Thanks again for the valuable feedback!

Hey, I tried it, and it was really fun!

The game tutorial was really good, but the text went quite fast. The game was easy to catch and had fun smashing things!

What did you like the most about this game?

I loved it when bouncing and smashing got so chaotic, and the slow motion kicked in. It was so satisfying. (as in 10min 40 sec in the vid)

What did you dislike the most about this game?

Hmm. I'm not sure if it's disliking but I really wanted to play this with a controller. Even with the mouse, I came less and less careful with aiming while progressing through the game. So being able to see the path and aiming might be my most unused feature?

What would you like to be able to do in this game that you have not seen yet?

  • I would like to see items spawning in the level! Sheild Items, Health Items spawning during the level. Maybe more weird items that spawns black holes that pulls enemies to a point so that you can smash them all at once!
  • Enemies dropping coins so that you can buy more upgrades per round. All that good progression stuffs.

What frustrated you in this game?

When the enemies get smashed, sometimes it passes through, and sometimes it doesn't. I didn't understand what was going on there.

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I saw Joe play the game on stream, and it's really cool to see that you're having a fast iteration cycle. Keep up the good work!

Hey, if you are interested. I've updated the game to patch some common pain points and make the game more interesting!

You can find conveyor belts and robot arms in the game! The overall difficulty is tuned to be generous to the player to test their own ideas, but still challenging!

But most importantly, you can use the keyboard instead of clicks! You still need the mouse to point to the thing, but you don't have to click frantically and stress your mouse-using hand. 

These updates wouldn't have been possible if it weren't for good feedbacks so thanks again!

Hey, this is a really cool idea. 10 years ago, when I was studying physics, I would be really excited that there is a game with quantum mechanics game mechanic!

But I think this game is not for most gamers. Here are some ideas if you want to consider making it appeal to more people!

  • There is a funny ball picking program. People use this to pick random person for prizes. They have 0 control overit but people go crazy! I think you can a simillar thing using this mechanic
  • More particles and chaos? Maybe the score is not how fast you go through the maze, but how many particles get through the maze?? 
  • Adding some force fields the player can deploy to push the particles in the direction the player wants.
  • This one is random, but I just love particle simulations and sand simulations. I know this is difficult, but imagine how cool it would be if you could combine particles and make molecules! Maybe the goal isn't getting out of the maze but to make a particular molecule?


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Hey I really love the visual design of the game. It was visually more pleasing than some of the classic rogue-like games in steam that I like.

I've recorded the first two playthrough. I've seem to have gotten worse.

1. Does the core loop work for you? Is it FUN? If the game had more content and polish do you see yourself playing it for 10+ hrs?

  • Yes it is fun and appealing. I like classic turn-based strategy games. 
  • However, I'm unsure if additional content would keep me playing for 10 hours if the most frustrating thing is my own heroes stepping on each other's shoes! I struggled to coordinate the three characters. The archer didn't feel long-range enough compared to the map size, so all three behave like melee character and they get into each other's way. The heroes are clustered together in the entrance make it difficult to attack enemies from a different angle. In Into the breach the canon mech has a linear line of sight but has no range limit (also, the 8x8 grid size means it covers a lot more percentage of area ). And the artillery mech is ranged and can shoot over units or buildings. Only the combat mech is closed ranged unit, so they don't get in each other's way. Also, in Into the breach you can place your units on your side of the grid at the start of each level so they are placed effectively from the first round. I'm not saying you have to make Into the breach clone. I like single character turn based games also. I think you can also try to make the game with a single character and triple their stats, and let it grow strong, crazy like Path of achra. (if you haven't played it go play the demo. It's on itch!)

2. Are mechanics easy to grasp and work with? If not, what did you find unclear/confusing?

  • Yes, the gameplay UI was beautiful and intuitive. The tooltip showed up where it had to be. But there were some bugs in turn order indication (12min 15s in first playthrough vid)

Beyond that, I'd like to know:

1. How far did you get before you stopped playing? 

  • The first run went 30 min, the second one much shorder 11 min. It would be great if the game showed at what stage I'm at. And at what stage I died at.

2. What did you like the most?

  • I really liked learning the game and figuring out how to kill the enemies more efficiently.

3. What was most frustrating?

  • As already mentioned, I think the units are very underpowered on their own, but they don't seem to work as a team. 

4. What would you change about this game to work better for you?

  • Change the skills of each unit, map layout, turn orders, or even the goal to synergize better, or just have one very powerful character.
  • The goal of the level is going out through exit. Killing enemies didn't seem to be encouraged. But sending them to the exit one by one meant the last unit was in a very vulnerable state, and in my second playthroug,h this was how my team got destroyed one by one. In Invisible inc, you can place your character at the exit, but it does not immediately teleport them out. You have to use the character's action to get them out.  
  • Also, in both Into the breach and Invisible Inc., the turn order lets your character work together better. You play all your units -> then all the enemy units are in play. 

Hope my feedback doesn't feel like nagging. I really like the appeal of the game and wrote the feedback, hoping that the game gets developed into my next obsession game.

Good luck!

Hi, nice dice game. It was fun, and I've got through all five rounds in my fifth try. 

My strategy was keep one big die, one small die, and one for flexibility.

I liked that every round had a different rule and I had to think about what I should do.

I was frustrated when the dice came out way worse than expected.

Maybe a reroll ability would be nice? Then you can make the game more challenging as players have a way to recover from bad RNG.

Hi! Came here to check out your game. Can you provide the password for the project? :)

Hey, thank you so much for playing and providing detailed feedback! It really helps to be more objective about my own project.

Yeah, the game is fast-paced to be challenging, but for the early game, it seems it should be tuned to allow people to get further into the game, where they have more tools and choices. For the late game, upgrading to have automation in the kitchen is what I would like to do, but couldn't do it in the given time.

To be honest, the current 0.0.1 version has very little content, so I made it even more difficult so that you have to juice all existing content to make progress. I'll keep the updates coming to make a better experience overall, and thanks again for trying out the game!

Such a fun game! And great YT vid. subbed!

Hi, I think this is a really cool game. I did rate the game during the rating period, and I apologize for not leaving any constructive feedback. 

For my first playthrough, I couldn't reopen the control guide in the game using the `Q` button, as it was guided from the start menu. The most critical thing for me was that the torchlight from the main character didn't read clearly and the respawn did not provide enough feedback for me to understand what was happening. I did not know why I was being sent to the festival area. I thought the game bugged and restarted, losing any progress I had,  as the festival owner's dialogue was the same when I first met him.  I hastily rated the game, thinking it wasn't in a playable state, and I was wrong. Just replayed the game today, and understanding the torch mechanic, I was able to have fun and complete it. 

Not so critical but worth mentioning is that you can have very basic SFX and VFX for the minigames at the festival to add juice to them. Also, the dialogues for the characters are really great, but wish it were made more clear at a glance who was talking. Maybe highlighting, resizing the character portrait for the talker, or showing only one portrait at a time. 

Again, sorry for the hasty judgment and late feedback comment. It is a really cool game, and I see the love you've put into it. And thank you for sharing this game!

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Yeah, music is not really made for this game. Creating game music is one of my weakest points, so I had to make do with a free music pack created by other creators. Thanks for the feedback!

Thanks! You have to press the Enter key to capture your mouse to the game :)

Thank you so much for playing! It was so exciting and fun to see you play live. It was such a valuable experience!!

Thanks! The chill vibe, almost like driving through the town with cool music, was what I wanted people to feel, actually, so your comments mean a lot! I don't have much experience in post-processing, but I'll look into it. Thank you for playing and providing good feedback!

Thank you for playing! The introduction to game mechanics wasn't smooth, but I hope it gave you a good vibe, making kids happy!

*Warning Spoilers*

Did you find the heart in the graveyard? If you click the grave right of the skeleton's arm, a ghost appears. This is where I was stuck, but it could be different for you.

Ah, the chill light bear eating cookies. Nice detail!

Ah, I couldn't find one last heart in the first playthrough, but I finally helped everyone! Nice story and puzzle.

Lovely art! I loved exploring the village and finding costumes. Did wish there was more of it. Maybe more than one costume part for the kids to make the player learn the map could be an idea.  Nice short platforming experience overall.

Thanks for playing! Yes, crows are a bit of a challenge, and I do need to work on optimization after the jam.

I had a lot of fun taking pictures! Chill and relaxing and very polished. I really wanted to take pictures of all the creatures to find out if there is an ending, but I couldn't take a pic of 3 animals. I'll come back later to find the secrets :)

I had a difficult time figuring out how to play it, as the game lacked some feedback on whether what I'm giving helps the person or not. After I found the icon getting smaller acted as a health bar for symptoms, I did manage to make some neighbors happy! I love the story theme, it is very heart-warming!

That was fun! 

Needed to play a few times to understand the game mechanics. The tutorial text showing controls and skills led me down the underworld, and I tried to shoot people there. I used only mouse clicks and didn't use skills to get a good ending because I forgot the recharge ability, and the exploding aurora skill had an invisible cool-down timer. Tweaking some tutorials will definitely smooth the learning curve.

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Hello, fellow broomstick flyer dev! Thank you for finishing the game and for the feedback! Going up is the slowest movement of the game in the current version, and smashing jump to go up faster seems like a very intuitive and fun idea. (Also I found out that I didn't say you can just hold space to go up in the control page. Sorry about this, if you had to tap space just to get up)

Love the camera work!

Fun game mechanic!

Thanks! I've updated the game to be more finished. Hope you can check it out!

Hey there, love the art and the vibe of the story :)