TonyHauf (original) (raw)

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You need to grab the Juniper just behind Juniper Hill. It's an overpowered item that's quite useful for beating Bowser, but of course ineffective against Junibowser.

Thank you for creating Poppa 😉

If you're planning to continue developing the game, I'd be happy to playtest your builds and provide detailed reports on any game design flaws and potential improvements. That's part of my job as a game designer!

Very interesting and creative game! I was impressed by the amount of very unique mechanics!

However, I did spot several issues that you could address if you plan on finishing the game. The major issues were:

There are many more fixes, improvements and game design tips that I could have told you about, but I didn't wanted to upload a wall of text (though I kinda did it, lol).

Yes, here is my discord: toyuu.peut_etre

Amazing!

If you plan on continuing this game, let me know, as I would love to test each build to provide detailed feedback and game design suggestions!

No problem!
I sometimes do more detailed feedback passes where I play through a build and write everything down in a structured report. If you'd ever like that kind of feedback, just let me know ^^

The graphics are amazing and it's certainly a unique game!

However, there is a big lack of explanation. A tutorial would be great, but I think there is a better solution in this game: it's actually three things.

1. Make the text easier to read. The glow and other screen effects made the text really hard to read.

2. Make the shooting UI easier to read (visually, I mean). For example, don't show '0/x shards', but instead make the purple squares bigger, as they show the same information without using text. This alone would make the UI clearer.

3. Also, when drawing the shoot, don't make it shoot automatically when all shards are in use, as this reduces clarity. It would also improve UI readability to animate the purple squares when all shards are used (so any new player would see it and realise that they have reached a limit).

These three changes would make the game much more accessible to new players.

I enjoyed the concept, but some of the earlier levels were a bit hard. The game would benefit from an easier progression curve at the beginning.

Another thing I would recommend fixing ASAP:
Using the Escape key to reset is not ideal for a browser game, as it's also used to close the full-screen view in a browser.

Using the 'R' key would make more sense.

Overall, though, it's very well made ^^

Yeah, that's my point. I place my pegs thinking "ok so when the ball hit this one, then it will hit this other one, so if I place one here it will be hit after that". But I end up loosing quickly thinking like that because the ball movements are very hard to predict, so perhaps I should just place pegs based on what they do and not trying to place them for the ball to hit them in a row.

I found it really annoying not knowing where the ball would bounce when placing pegs, perhaps I was not playing it the way its intended, maybe its intended to just choose the best pegs and not think about how the ball will act... Idk.

I went the easy route for the last level,
I just created an army of Mark 🤣

Dear Chloe,

Thank you for your advice; I'll keep it in mind going forward.

This post is the most serious post of all itch.io, and the world probably.
Also, who want to team up?

My discord: tony.peut_etre

Seriously,
Tony

Your game is so addictive! It's definitely one of my favourites! I'll put it alongside Balatro and Wordatro, a place it has definitely earned.

By the way I am a Godot dev too, so if you ever need a volunteer in your team... well... I'd be happy to contribute to your games ;)

Lethal acid closes city but celebrates YouTube !

Hey, its me again!
Good job on winning the jam!!!

So, if you're interested in making it a full game (hopefully with me), here's my Discord:

toyuu.peut_etre

Nice, that's why game jams exists!

I reached level 9 hero.
A pretty good game, only thing I could complain about is the lack of content, but considering the time you had its pretty good!

879 seconds is my highscore!
Really nice game, Zelda + Snake is actually a very good mix, good job on finding this concept!

I think this concept as some great potential, so if you feel like you want to expand on this game, I would be more than happy to help you making it a full game =D

A very good concept, thank you for this nice experience.
But the enemies spawning is way too constant, there should be less enemies until you get stronger. Perhaps make the max enemies in world linked to the amount of upgrades the player has to make the game gets harder over time but not too hard on the beginning (but if the player destroy an upgrade, it probably should't lower the cap as it would feel wrong I think).

Lovely game, I love the way the game tells you about the catch.

Hey, Iam a programmer and game designer, I would love to cooperate with you for this jam!

I love throwing the dish to the customers too x)

My go on this would be to limit it, because at some point I could't even cross the restaurant to serve my customers because of the gigantic queue xD

Nice game, but clients coming when there is no more space left made my brain go crazy xD

Nice game overall, but a lot of game design issues (Iam a game designer so here are my thoughs):

  1. Lofi as the background music, it does't fit the game very well in my opinion (look at Forager).

  2. AuTOcLicker???? Why?? A concept you NEED to understand is "feedback", the player gets some fun when the game react to an action, currently you just move your cursor and the game does't really do anything related. But if you have to CLICK to harvest the resources, it would create a "feedback": clicking -> resource get damaged. This would make it more immerssive and less boring.
    But make it an option, because it can get really tiring after some time, an option to choose between "auto, click, hold" would be nice.

  3. The upgrades tree, UI, and other things too... there is too much to say about it in a single message (the game designer problem lol), soo, idk, if you want to know how to improve it you can always give me your discord so we can talk here.

But the game certainly have a lot of potential.

I won by using the bags, also by walking on the axe, and others I forgot about x)

He is working on a full game already.

Did't understood anything, played randomly, and still won.
And I somehow enjoyed it a lot.

There is both Balatro and Brick Breaker inspirations for sure. As for the rest, no idea. But this game is out of this world for sure.
I still myself need to understand its rules...

Very cool game, the only thing that bother me is that there is so many effects that sometimes I loose track of my ship, and I got hit so many times by bullets I could't see because they where behind a BIG CLOUD of visual effects. Please make the bullets get printed on top of everything instead and make them another color than white because that's the color of the "good things" and that's confusing me. Other than that, its a pretty good game!

Hey ! That's so cool. I looove the concept.

Not my kind of game, but at least there is one thing that is totally my style ahah ! Thanks for hidding this message in the credits !

I won !
Amazing game, and the MUSIC is so good.

Really nice.

Are you sure you are talking about the first level ?
Or the second one (with a star shape thingy)

You just have to push the box...

An amazing game, I won with 6 coins! (I feel like this is a bad score...)
Anyway, I loved it. 🤩

By the way, can you DM me on Discord? I would love to talk to you a bit more about the game. toyuu.peut_etre

Who can do best at level 3?
By the way if you are the Dev, can YOU beat my record?
Nice game by the way =P

Coucou ! Alors en fait les choses ce sont compliqués de mon côté, donc je vais malheureusement pas pouvoir participer à cette GameJam.
Bonne continuation !

Hey, iam a game designer and i would like to team up with anyone that want a team !

You can DM me on Discord: toyuu.peut_etre