Really like the atmosphere, vibe and artstyle. had to download to play because the GUI didn't seem scaled properly for HTML and UI elements were off screen. Aside from the one technical issue this is a really solid experience.
Yes we've noticed this issue and have been trying to fix it. However, after multiple tests, it still shows that on some people's computers (such as mine) the scale is normal, while on others', it slightly exceeds the limit... Thank you very much for your download!
The game seems veeery cool but unfortunately I wasn't able to play it properly, the image seems cut off due to a resolution issue, both in web and in windows builds. I'll come back to check if it's fixed and give you guys a proper rating!
@indigowolf Yes I particularly like‘Papers, Please'. When I was refining the style of scenes and creatives, I thought of the concept it conveys more than once.
Love the aesthetic! I see a lot of comments mentioning the scaling issue, I had no issues with it! I'm not sure if you fixed it, or it just happened to work for me.
Amazing visuals and audio! One small suggestion: adding shadows to objects could make everything look less flat and more polished. Also, it might help to draw all objects and backgrounds at the game’s native resolution from the start, so they don’t need to be scaled later and lose quality.
art is incredible! I think starting off it was pretty unclear what the goal of the game was. Like im not sure what exactly the point of placing and organizing the items was besides the general idea of "collecting." Ran into an issue where I would pick up an item and try to place it and it would prevent me from doing anything with that item. Very cool game!
Some of the best art out there holy crap! Only suggestion I have is slowing down the speed at which the intro dialogue appears. Other than that, love the animations, love the gameplay, and most importantly love the diss at JFK airpoort
Super fun game — the visuals, music, and overall design are excellent. I’ve spent a lot of time on it, and carefully debating which items to take is genuinely engaging. The only downside is the chest is too small, so you can’t store much. If I could see more detailed info on each item and its value, it’d be perfect.
@apdt@olddog Thank you for your suggestions. Actually we did compile a table of prices for each item, but to increase the difficulty of the game, we decided not to disclose the specific prices, allowing players to make estimates based on their basic intuition and life experience. Otherwise, it would turn into a purely mathematical addition and subtraction game (after all, when picking up items in real life, the price of the item doesn't suddenly appear above it (*^_^*)
The visual style is very distinctive, and the art is a super strong point of this game. The gameplay, however, is inferior to the art. You simply collect items and dump them into the box to meet your money quota. Overall, it's a very good game, at the very least worth trying.
Nice to see another things on a belt-based game :D This is absolutely great. I love the artstyle and the whole vibe of the game in general. Trying to fit everything into the grid was a fun challenge! Great job!
Fun style and groovy music. Having to commit when you place things into your box is interesting and mildly stressful! I think highlighting which squares in the grid the object is going to get placed into would've been a small QOL that helped, since it's a bit annoying at first to manage that while under time pressure from items going by - but that's pretty minor.
@zungryware Thank you so much for your feedback! It’s really helpful. You’re right, the tutorial could definitely be improved. As for the item prices not being shown, that was actually intentional — we wanted players to rely on real-life common sense to decide which items might be more valuable to take. And yeah, that was actually an important feature that I forgot to mention in the tutorial...
I really like the art and the music. Gameplay was fun but I didn't realize i could take everything and puzzle piece it for max cash. I was expecting to have to sneak the items or maybe be busted if I take too many but that's okay, made stealing way easier. Exceptional polish!
Interesting concept, but had trouble finding out how to take enough items to clear level 3. Didn't seem like there was much choice than to steal as much as possible.
@bobap Thanks for the valuable feedback! I'm still tweaking balance on a lot of the items for level 3. Should be clearer once I write flavor text on item hover. Had to go a few runs before beating level 3 myself during playtesting!
the intro was fun, the game itself was also very good, i liked the graphics and the only bug i've encountered was when i couldn't let go of a bottle, but for the rest, good job!
I really like the vibe you were going for. I didn't know for a while that you could rotate the items; so failed many times -- glad I could restart. I found that items often didn't fit where I thought they would, it would have been helpful to have an outline for both what is already in the box and what is being dropped in. Similarly it seems like the best move is to try to fit almost everything in the bin; it would be interesting to have way more items than what can fit in the bin, and have to remove items.
As a heads up, another issue I noticed was that there isn't a progress bar or logo or anything while the game is loading on itch.io; it looked broken. I saw your zoom comment and thought that was it, but when I went back it had loaded.
Really funny intro, interesting gameplay as well! It took me a few first attempts before realizing I should straight up steal as much as I can, hahaha. Well done!
@jacobingalls Thank you very much for your suggestion! In fact, we did design the outlines of various items and the corresponding number of grids that fit them, but in order to increase the game's difficulty and let players themselves realize the fit between item shapes and grids, we did not add this hint. Regarding the proposal that the number of items far exceeds the number of boxes and items need to be removed, I think it's great! This involves more of a psychological game with greedy security officers, and if we can continue to develop the game in the future, I will definitely consider this point! This was also an important idea in the last level I designed that was deleted: transporting the luggage of gangsters or the super-rich, where the excess wealth and limited space force players to deliberate.
@nondev Thank you very much for your suggestion! In fact, we did design the outlines of various items and the corresponding number of grids that fit them, but in order to increase the game’s difficulty and let players themselves realize the fit between item shapes and grids, we did not add this hint.(*^_^*)
@artificer It's true that stealing too much will get you caught, but our setting is like this: security guards already have the obligation to confiscate some prohibited items (as shown on our list). Only when the number of non-prohibited items stolen exceeds that of prohibited items and exceeds the amount the character needs to repay will the ending of getting caught and sent to prison be triggered. kkkk I know this design makes it difficult to trigger this ending, and I myself haven't even played through it.(ˉ▽ˉ;)
Comments78
:wrench: PLEASE READ IF YOU HAVE LOCAL DISPLAY ISSUES ON HTML5
hey guys, if you are having trouble seeing the full screen in h5 build, please try zoom the website to 150% and see if that works :smile:Team did a great job!
Thank you so much for your feedback! It’s really helpful.
You’re right, the tutorial could definitely be improved.
As for the item prices not being shown, that was actually intentional — we wanted players to rely on real-life common sense to decide which items might be more valuable to take.
And yeah, that was actually an important feature that I forgot to mention in the tutorial...
As a heads up, another issue I noticed was that there isn't a progress bar or logo or anything while the game is loading on itch.io; it looked broken. I saw your zoom comment and thought that was it, but when I went back it had loaded.