Turns out people have these "goodies" and "baddies" in their heads. And turns out using a weird gun that shoots candies on those things can affect people's moods too. How does this even work? I don't know, ask that little kid using vampire teeth over there. How did he find this out before any renowned psychologist or something? Answer doesn't change.
Yes I also have many questions, just like you.this kid
First you need some ammo. Walk around collecting some candies. When you get enough, head over to some door to kick some baddy ass.
- Arrow keys to move
- Z to collect candies/enter a house
- Tab to toggle leaderboards
- M to show map
Map shows houses with varying difficulties.
No stars is the easiest, 4 stars is the hardest.
- Arrow keys to move aim
- Z to shoot
The quicker you finish the minigame, the more points you get.
That goes for the difficulty too. The harder, the more.
Don't shoot the goodies! you'll lose points!
- arthurgps2: Coding
- ABeast0fPrey: Art
- MpjV: Soundtrack
Nice game! The art was cute and the music was really nice! The core gameplay loop works really well, and it kept me playing for a while. Nice job, solid entry :)Submitted
Ha, I like the way you use the leaderboard system! If I understood correctly, when you start playing, it reads your current score and you start from there, so you can just keep adding to your old score?
I'm not sure if I understood what triggers the score to be submitted though. I'm sure I had a whole bunch of candies (more than 30) at some point but the leaderboard shows that I only had 3.
Lovely game, nice job! Fun soundtrack too!Submitted
I gotta admit I don't really get it. I like the idea of going around and choosing the house, but there's not really any progression, and the map resets itself every time, so it felt a little pointless. Especially since the game sends you back at the start no matter what instead of being in from of the house you just did.
So the leaderboard really is just about who played the longest, which I can respect but it seems weird in a closed area like that. Maybe if the neighborhood was generated and you could keep going in one direction it would make more sense to me.
Also, I guess it's candies but you're still shooting at stuff :( On that note I think the origin of the reticle is off, and probably at 0,0 instead of being in the middle. It was easier to shoot at baddies that were in the top left than in the center / slightly to the bottom right.
Other that that, the art was cute and the sounds were pretty good and fit the game well.Submitted
Thanks for the feedback!
The idea for the theme is that violence is implied, with guns and shooting, but it never actually happens for real. That was my line of thought when designing this. Also I'm pretty sure the reticle's origin is at the middle.
And yeah, the game is all about looking for candies, using the candies in the shooting sections (btw have you pressed M to open up the map? It shows the houses' difficulty). Also never thought going back to the middle was really an issue so I just kept it that way.
Anyway, glad you like the art and the sounds :)
This has a very comfy, low pressure gameplay loop, it gives me the vibes of something i'd just do to relax while listening to a podcast for a while. The fact that there's no lose-state might be seen as a flaw, though I honestly feel like that along with the chill atmosphere of climbing the leaderboards just by spending enough time playing it lends itself to a different way of playing - the closest thing I can describe is "an idle game that isn't actually idle" lolSubmitted
This was an interesting entry - don't recall having seen a gameplay loop like this before, where you have the big area to ready up and collect sweets and then the option of which house to tackle. That was cool.
Graphics fit together really nicely, and the soundtrack was lovely. It fit the theme decently well, too.
Great job on this, is always really fun to see such a unique entry.Submitted
A solid concept but there doesn't seem to be a way to end the game naturally. There was no limit to the ability to pick up more candy from what I could tell, so it seemed impossible to lose without trying to lose, which I did after a while. I expected to lose when I lost but the game kept going instead. Also a minute was way longer than needed for the shooty game. So maybe either have a time limit while you're looking for candy or else a reduction in the amount of candy to be found over time, and then have the game end when you lose.Submitted
I'm a big fan of games with multiple distinct parts to the gameplay loop :) Having a game over condition would have been good for the leaderboards (so it's not just whoever plays the longest), but it's a fun game either way!Submitted
The cover art and the icon of this page ties in really well with the game. I enjoyed the character art and the gameplay was pretty funSubmitted
Adorable game. It opening up in a tiny little window with an arcady retro athstetic reminded me of the games in the Microsoft Entertainment Pack and how they would open up in tiny little windows with a little tune. I thought the premise was odd but cute, the little character in all the promo-art and in game won me over with their flapping hands and generally happy attiude with their crude candy gun.
The music in the game was fine, though I was expecting something else admitedly given the art style. The shooter sections were fun , though I quickly learned that number/ratio of faces was not always a good indicator of difficulty... and thats when I noticed the stars which for some reason where lost to me in the visual information up until I lost for the first time. I enjoyed the main map and the little indicator for picking up the candy, it was very appreciated. The art style, dull color pallete, and empty city streets reminds me a lot of Yume Nikki.
Great entry, kudos to the team.Submitted
I think this is a cute concept with a fun amount of variety gathering the sweets then using them as ammo in the houses to shoot the sadness away. It's cutesy and relaxing, I enjoyed it! :)Submitted