This is exactly the kinda fun and simple tool I love to tinker with! well done!
Crabbit Slater
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Hi thanks! The GUI scale is a massive improvement- I've ttached screenshots of the app runnong on my system at 100%, 150%, and 200% scale.
For me 200% is workable but I still find the controls a little small! unfortunately when I scale to 200% the 'gear' button to enter settings menu is off the top of the screen and I can no longer access settings, save load or export!
Thanks again for this, hopekfully you find this feedback useful!
No problem- but yes! I am. I've tried opening the program a few times today to test, and it is more responsive to the first click, but only responds to the first click in the note grid.
e.g. if I click once in the node grid, it starts pencilling in the note, but I am unable through any button press, keypress or click to finish the note.
I also tried opening it up and changing the selected instrument dialog rather than clicking the note grid- when this happens, it opens the instrument select and will let me click the speaker symbols to hear a sample but won't let me actually select a new instrument, defaulting to the original instrument.
After this, I tried entering a note in the note grid again and had the same issue. (this is on the steam version, I don't know if this helps)
thanks for reading!
This was lots of fun! I think I might have bugged it a little bit, if I left two rocks in the forge and put a wood in, it would make a iron bar but not consume any rocks? didn't really effect gameplay though!
Was lots of fun trying to keep track of where all the resources were going and not waste any-
if you'd added the ability to upgrade buildings to e.g. produce different troops or resources you would extend the gam,eplay by a lot- player would need to make tactical decisions about long term vs short term investments etc.
overall very impressed! well done!
IIRC it was the second room where you see the shadow, after the dialog between the book and the stand the stand dissapeared. I *was* trying to move the stand with the direction keys while the dialog was on so I guess I could maybe have queued up the movement commands in some way or moved the stand out of frame by accident!
Loved making all my little cake people! I got a little frustrated because they would wander away into the fields opposite the side of the castle attacked by cherries, but other than that I had lots of fun. Very strong resemblance to kingdom two crowns (in a good way)
Absolutely gorgeous pixel art and nice ambient sound, very very stylish! well done!
A cool twist on the theme- something really soothing about these kind of cooking games-
only comment is I tried giving people a bowl of raw onions and the game wouldn't let me, which was a little bit dissapointing!
Otherwise very nice, tight experience, with lots of gameplay features (upgrades, locations) for a jam game, well done!
cool puzzle idea! I would maybe introduce the pink tiles earlier- or remove one or two of the very early levels, as I was about to quit because I thought the game had shown me everything it could do-
the pink tiles added that extra level of tactical thinking that I enjoy!
I also wasn't sure at first if there was a way to 'erase' marks, because when I drew outside the lines there was no prompt or indication that I'd failed the level I could see, but maybe I just missed it!
I had fun, and it was a chill little puzzler, liked the groovy BGM that added to the vibes of it. Well done!
A really interesting take! I like the idea, but it wasn't super clear to me at first what supplies were or how they helped against the red things. maybe some indicator or highlight on the currently targeted depot would be useful so the player knew where to direct resources? was fun to play and try and race supplies to outposts under threat, and impressive achivement in timescale for a solo dev! well done
Was really cool to see a management game come out this jam! was fun trying to balance the different requirements and led to some interesting choices!
Only thing that was missing for me was a way to 'speed up' the transitions between scenes because I'm impatient lol.
Very stylish atmosphere and lots of polish on things like ambient noises and the page turning sfx on button clicks really bring everything together. Well done!
This was a really fun idea- I really liked the idea of carrying all the junk around would make the character harder to control/more sluggish, so you have to make a choice about how much to carry and so on.
I would have maybe made it more visually obvious that carrying more stuff made you 'heavier', like maybe have the character carry a bag or a rucksack, and when the inventory fills up the bag gets bigger?
it was still lots of fun though! really cool idea, cool story, cool presentation! well done!
unfortunately it didn't run very well, and glitched out, duplicating tonnes of assets.
including audio assets.
It nearly blew out my speakers which was pretty funny, so thank you for making me laugh! it's understandable that you get bugs in jam builds so don't stress about it! well done for getting something submitted!
This was really fun! good use of SFX to make shooting feel really satisfying.
I found the game really tough! before I knew it there were tonnes of flying saucers and it was impossible to dodge all the bullets- but I found it compelling! I tried a few different playthroughs looking for the best strategy to eliminate the saucers quickly.
I would maybe have added a more obvious SFX / visual cue to the ship to indicate when you were hit, as sometimes it wasn't clear to me, but still a really fun game, well done!
I loved the concept here, the idea of a black-friday rush for the last music stand really tickled me-
I found it pretty challenging! I would maybe make movement of the violin slower and of the notes faster? but that's just my personal preference.
what I thought would be *really* cool would be if when the violin 'fired' a note, a violin pitzicatto sample could be played? just to really lean into the musical theme.
was really fun and a great concept- well done! it's pretty challenging getting something off the ground when Life Happens and you're working with a new tool, excellent job!
I tried to kick the dude in the horse mask but he got me first :(
This was fun but a few times I wasn't sure what to do or what was happening- the "search" mission ended successfully for me and I wasn't sure why, and the clearout mission I got hit with a laser that I had no idea where it came from. I'd maybe add some tooltips or HUD markers to indicate to the player the current objective!
I loved the shameless quirkiness of it all though- especially the sound effects and the flying laser shark- well done!
This was a cool idea! Art style was really charming
one issue I had was playing on keyboard, trying to remember all the buttons for specific actions was a little overwhelming- I maybe would have had the freeing of the prisoners happen automatically if you spent a certain amount of time within their radius without attacking etc? But that's just me!
Overall a fun experience! well done!
Interesting idea! shot a teddy and got kicked out of the carnival. (+10 pts for realism)
personal preference for me, but I would have liked to be able to navigate between the options with arrow keys and spacebar or enter, but that's because I'm on a laptop and the number keys are in an awkward position.
Well done!
Hi,
I've tried opening a few times from steam, and appears to load fine, but almost totally unresponsive to user input (note entry grid and buttons appear, but do not respond to clicks) or will respond to a single click several seconds after entry and then not register end click or similar (i.e. will begin entry of note in note grid, but not alow completion of note entry- pencil tool will move with mouse, and audio snippet of instrument at different pitches will play but no way to finish note entry)
I'm on a macbook air 2019, intel i5, using sonoma 14.3
thanks!