Repeating my comment from the game's main itch page: "I think that the most important aspect of a rogue-lite type game has been achieved with this jam submission – a ‘just-one-more-try’ driving game loop as you try to figure out the deceptively simple mechanics and get a dopamine hit with each lucky power offering that alters your gameplay rhythm. Nicely done!"
One minor nice-to-have would be a mute music button in the game, the cheerful tune starts to grate a bit after a few runs.
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The type of game I’d sink quite a bit of time into once the flow state struck. I’m already 4th on the leaderboard – cool feature to include btw.
A minor point: the gun/ammo UI in the bottom right corner might be inverted in its emptying animation – I found it a bit unintuitive to see the gun and clip go from black to white as if it was filling instead of emptying. An added related preference - when totally empty I would like a melee option, even if it’s just a feeble punch.
{Edit: I see someone mentioning a knife option in the feedback, so I must have missed that somehow, whoops}
Gameplay wise, I’d suggest highlighting the dropping of loot mechanic’s strategic importance a little more in the explanations – I didn’t connect that I could move faster for fighting before going into extraction running mode and then pick up the dropped stuff on my way out again. Some additional fine tuning with the aiming and movement would also enhance the experience, but I realise it’s more than fine for a jam’s limited scope.
Finally, I really liked the juiciness of the landmines going off – scratched an itch of mine to laugh at myself for blowing up along with a bunch of enemies through some bad timing.
It hardly needs saying, but the art is amazing! I like the feel of the game, but I couldn't engage with as much of it as I'd have liked to as I encountered a bug whenever I won where I was stuck on the Victory screen and I had to force quit out of the game – the Pull Out button worked in that it made the opponent reveal its cards repeatedly.
From what I did manage to play, I was not sure as to how much agency the player really had? It seemed to be along the lines of a blackjack where the player is shooting for the moon with as high a total as possible, with the opposing dealer's cards being hidden, but not much in way of options in how the player can manage the RNG, like the tarot cards maybe affecting gameplay apart from just an associated score.
Despite technical difficulties, I was pulled in by the aesthetic side alone to try things out which is sometimes half the battle.
I love the splotchy texturing with the simple, quirky character design. I also found the altering of your initial chances of pleasing each client with a suggestion quick time mini game an interesting mechanic.
I would really like to see the game with its systems fully fleshed out - what would reputation points be used for apart from betting them in the suggestion mini game to increase the probability of earning even more reputation on the wheel spin?Would the type of thing the client wants done have any clear impact on your client satisfaction gambling chances? How would things change in terms of rising stakes the further along you went – I didn’t see much point of rejecting a client as that was a guaranteed loss of reputation.
Overall, I’m left intrigued after playing this submission and would like to see where it goes if developed further.
3400 Sheep Scorer here! I enjoyed this submission - nice aesthetic and a well implemented, intuitive concept.
If one were to the take the game further, I would suggest some tweaking with the responsiveness of the barking effect – felt a little underpowered with how far the sheep would run while under its effect. Might also benefit from giving the exploding-sheep-effects a little extra juiciness.
Overall, a nicely done game with a solid foundation.
I think that the most important aspect of a rogue-lite type game has been achieved with this jam submission – a ‘just-one-more-try’ driving game loop as you try to figure out the deceptively simple mechanics and get a dopamine hit with each lucky power offering that alters your gameplay rhythm. Nicely done!
Hi Eric!
This is a cool shader showcase - I'm assuming there is no objective and more of an exploratory experience?
Just thought I'd point out that when the camera clips one of the middle pillars or the avatar faces the outside wall at an angle the leaves/particles disappear from view: [see image attached]
I am a big fan of visual novels and related story driven games - often content with just my imagination along with the plain text in most cases, but your art visuals and the tentatively paced music really connected with me. I think I have much to learn (as primarily a programmer that aspires to make striking media paired with strong storylines) - would love to collaborate sometime!