Nice job on this game! So many things to like about it: great artwork and color palette, consistent style, the mechanics and functionality were smooth, townspeople going from place to place worked well, the depth of objects was nicely done, and the UI elements were great. I also liked the attention to detail: the way everyone bounces along but officers slide (ominous), the way light changes over the course of the day, the drag on contact with obstacles, the alpha on the watch, etc. Great stuff.
A few items of feedback that I hope are helpful: the cookie (?) you use to keep track of player stats doesn't reset upon, e.g., winning the game (or leaving it and restarting), so on my second play after winning, the game always started me with however much money I had at the end of my last complete day. The win screen also combined the days it took me to win on my first play (5) and on my second play (5) and told me it took me 10 days.
I also thought the difficulty could use some balancing -- once I figured out how to pickpocket and watch for police, I could cruise to the finish. I would consider allowing the player to "die" or "faint" of hunger as well, so as to make eating a requirement.
I wondered: what if I just earned money doing deliveries? Gave up the life of crime? So on my second play, I gave up pickpocketing completely, ate twice a day so that I never got the red flashing hunger, and earned enough to pay off the bill in the same number of days I had in my life of crime. Wait a second... :)
Sorry for the long comment, but this was good work and you guys deserved feedback! Nice job!
Thanks for the feedback! We are planning on working on the game further by fixing these bugs that you pointed out, and potentially adding more mechanics. We are just taking a break at the moment after finishing the game.
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very nice!! i love the art style and the mechanics!
Nice job on this game! So many things to like about it: great artwork and color palette, consistent style, the mechanics and functionality were smooth, townspeople going from place to place worked well, the depth of objects was nicely done, and the UI elements were great. I also liked the attention to detail: the way everyone bounces along but officers slide (ominous), the way light changes over the course of the day, the drag on contact with obstacles, the alpha on the watch, etc. Great stuff.
A few items of feedback that I hope are helpful: the cookie (?) you use to keep track of player stats doesn't reset upon, e.g., winning the game (or leaving it and restarting), so on my second play after winning, the game always started me with however much money I had at the end of my last complete day. The win screen also combined the days it took me to win on my first play (5) and on my second play (5) and told me it took me 10 days.
I also thought the difficulty could use some balancing -- once I figured out how to pickpocket and watch for police, I could cruise to the finish. I would consider allowing the player to "die" or "faint" of hunger as well, so as to make eating a requirement.
I wondered: what if I just earned money doing deliveries? Gave up the life of crime? So on my second play, I gave up pickpocketing completely, ate twice a day so that I never got the red flashing hunger, and earned enough to pay off the bill in the same number of days I had in my life of crime. Wait a second... :)
Sorry for the long comment, but this was good work and you guys deserved feedback! Nice job!
Thanks for the feedback! We are planning on working on the game further by fixing these bugs that you pointed out, and potentially adding more mechanics. We are just taking a break at the moment after finishing the game.
Im glad you enjoyed it