Ongezellig
IAZ and soft NAZ
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zelligfanx here
i made a small joke game for april fools day
it's mymy abuse simulator but without real mymy or real abuse
(you just hit dolls with different weapons)
https://scratch.mit.edu/projects/1144713160/
https://turbowarp.org/1144713160/
you WILL play it
you WILL tell everyone about it
you WILL heart and star if you have a scratch account to promote it
<and i WILL tell you how the music sucks again >yes
by the way i will now post zeggle updates on ocgemerald.club as well, check it out
this game will not get updates as it's just a small break i took from working on zeggle while still making oc for you guys
debug feature, forgot to remove
should be fixed now if you refresh the page, thanks for reporting
got the idea for this game after revisiting the thread where i made my first game
realistic violence is not allowed and i don't enjoy it myself so i went with dolls again
you're zemmy i love you and your games
Yup, another disappointment in my piggy bank.
>this game will not get updates
I know this, but...
Balancing is fucked up. Starting at 100 then going in increments of 500 is poor design. The lighter is harder to make money with than the dart gun even though it costs more. There should be a visual or audible indicator of how long each weapon has between hits, and the player should be able to turn it on or off.
The different plushies could drop different currencies for purely aesthetic reasons. You could have an option for the plushies to be different outfits for the Mymy plushie rather than different characters.
Most of the weapons aren't Zellig themed unless the Machete and AK are to be considered Kiki weapons. Maybe have a tentacle weapon that lets you grab the plushie then throw it around the box. A white cat paw weapon like Maya's cat as a swipe weapon could be good too. Also, the thumbnail and gameplay don't match. In the thumbnail, a bottle is thrown at the plushie. In the game, the player is implied to still hold the bottle. Maybe the bottle could become a static object like the darts when the player throws it.
Gem otherwise.
>>74062
>starting at 100 then going in increments of 500 is poor design
i've had complaints from my previous game that the stuff that you can purchase is too cheap and you can buy everything very fast, so this time i made it more expensive so that progression is not that fast and you can get to play with every weapon before you buy the next one
>the lighter is harder to make money with than the dart gun even though it costs more
it should be a bit better but i guess not, it swapped places with the bomb at the last minute and i didn't playtest it much so yeah, my bad
>there should be a visual or audible cue for weapon cooldown
thought of this but didn't get added because i thought you'll get the hang of it while playing
>different plushies could drop different stuff for le aesthetics
good idea but a bit overkill for this small of a game, would have to come up with what each doll would drop and draw every variant for every purchase button
>mymy outfits instead of other characters
the game is not actually about mymy, i just picked her for this game because of the mymyabuse meme
the other dolls were reused from my other game to save time
>most of the weapons are not zellig themed unless the machete and ak are kiki weapons
they are kiki's weapons, in code the ak is referred to as kiki's gun
>tentacle weapon
thought of this, this was supposed to be one of the late game weapons but it got cut because i didn't have time to draw it. it was supposed to tickle the doll, the doll would jump around similar to how it does when you use the lighter.
>cat paw weapon
good idea, i didn't actually think of this, but even if i did i probably wouldn't have added it because there is already too many swipe weapons
>misleading thumbnail
you got me i'm a clickbaity bastard, in my defense i'm not a rigid body physics wizard to make thrown bottles stay on screen and make it look good, added it to the thumbnail anyway because recognizable
>the game will not get updates but still here's some criticism
bold move and i respect that, i can tweak the balance pretty easily
and i might add some stuff like visual cues and the tentacle weapon, but later when i have time
>>74072
Thanks for hearing me out.
>>74071
>so this time i made it more expensive so that progression is not that fast and you can get to play with every weapon before you buy the next one
In games like this, initial cheapness is good because of player satisfaction and preference (ex. a player may like swipe weapons but not tap weapons or may like hold weapons but not tap weapons). I suspect that the progression is swipe>tap>burn>swipe>tap>burn>swipe>tap. This means someone who has a preference for a single play style will have to play with the 1-2 other styles he doesn't prefer.
Two mechanisms I've seen to escape this are visible changes in effects, and progression trees. As you have it now, a progression tree (more like a line) would probably be better due to the simplistic design and existing multiplicative mechanic. Maybe filling out a progression tree could get a weapon that's special to that tree like the suggested tentacle or cat's paw.
>thought of this but didn't get added because i thought you'll get the hang of it while playing
At least on PC, I don't think the weapons are responsive enough. When starting out with the bottle, it's difficult to maneuver due to how it sometimes seems like I can hit and other times doesn't and repetitive wrist motion. Plus, the instructions are unclear. It says to tap and swipe, but the optimal way to play it is to tap and hold and swipe because that works and missing doesn't incur in a penalty. The lighter suffers a similar issue. With the lighter, I can consistently make the plushie bounce four times before it drops and I run out of time, but any more than that almost feels like a glitch. Maybe I'm just bad at it. It's probably better on mobile.
As for the cues, even pump or reloading noises for the tap weapons would work.
>good idea but a bit overkill for this small of a game, would have to come up with what each doll would drop and draw every variant for every purchase button
>the game is not actually about mymy, i just picked her for this game because of the mymyabuse meme
Maybe you could do something with layering and masks for costumes, but that's also probably out of the scope. I don't know much of anything about Scratch. I tried to think of currencies while typing this, but you're right. I got through Mymy, Maya, and Kiki then hit a wall. Music notes for Cleo would be generic, and soccer balls for Coco could be a bit of a stretch. I drew a blank at Yfke and Henk.
On Scratch?? They'd shut it down more quickly than the mods here would shut down a frogcuck
>>74086
>3 free or cheap starter weapons, progression tree
i think the playstyles are not that meaningfully different to be a problem for player experience
the design is: earn enough cookies, buy what you want, no external variables like your tree level to think of
this is simple and works very well as an incentive to actually play the game, the fact that you can earn something instead of getting it right away is much more rewarding
and it's already like 600 cookies total to get every way to play, come on
>mult mechanic
total miss, i think what you mean is combo
farming big combos is not required to earn cookies quickly, one x10 pays just as much as ten x1s, even if you fail you earn the same
so the difference would be in how quickly you can hit the doll, in which case the lighter should be better after all
the reason you fail your combo a lot using the lighter is because it is balanced such that you couldn't put the doll in a corner and cheese big combos by doing nothing (althoughbeit with the sawblade you can still consistently hit x30s doing just that)
you have to follow the doll with your mouse or finger as it jumps around more chaotically each hit
combo was meant to be a skill mechanic, so that your best score is an achievement instead of just a statistic, and you could play and have fun even after buying everything
but because of this not all weapons were created equal, the only weapons you can reliably express your skill in are tap weapons, if other weapons were not nerfed by narrow timers they could easily get you x100+ with no skill, and that would defeat the whole point of achievement
>cues and the swipe hint
yeah i'll add the sound cues and change the hint to say hold & swipe instead, shouldn't take long
>>74094
geg i knew someone would do this eventually
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