Honeypot Hauler!

Did you fix the honey-start on non-first days? It doesn’t seem like it’s been part of the update.

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I believe I did! Looks like I forgot to mention that.

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Nevermind me- I must’ve had an old version still in place, or something. Fixed!

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Remember there are still a few days left in the jam- if you want to suggest any features, you don’t have much longer!

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My suggestions would still be UI things- like showing the scoreboard, to make it clearer what actions are valuable- honey deposit radius, and editing the honey bar on the bottom for the double-dip stages.

One additional bug has popped up- eating a double-honey can skip the QTE stage of an overload.

You could keep this in to make it even more valuable.

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Oh shoot! I’ll fix that in a minute, and work on the honey bar and scoreboard stuff

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One other thing! Entering a QTE as the day ends is fixed, of course- but spamming Space exits the store immediately. Maybe put in a timer for 3-5 seconds, before it activates?

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I definitely think adding the slowdown to depositing is a no-go. if you wanted to do something like that, I think maybe adding an upgrade to depositing would work.
But since knowing how the depositing originally was before this, even back then I thought depositing was way too slow. You keep adding more cons to the max weight gimmick. which was already a con to many. which even further diminishes the need to get bigger.

Maybe let bigger sizes have a passive pro instead of just a ‘if you make it you get more points’ situation. because as it stands, with the initial slowdown past max cap both in speed and deposit i would probably have a better time sticking to within my bar (or even just 1-2 pips) than trying to go past the limit.

Maybe at bigger sizes… it should have the first blip go a little slower but each hunger pip gets deposited faster than the next, thus not giving the player a penalty for deciding to be ‘slower’ on the overworld. It’ll balance that out instead of staying the same no matter what size you are. More pips = faster deposit. I noticed you were kind of approaching this on the current build where the pips inside the bar went down faster than the past-max ones.

That or giving some other upgrades to gather passively throughout the day. (EDIT: I realized I meant powerup when typing this LOL. whoopsies)
i.e.

  • passive honey gain (to sit at the pot and keep depositing without having to run around for a second. ignores current max only for duration.)
  • even faster deposit
  • speed boost
  • temp. invincibility from flowers

Or some sort of dash button (wing flutter?)

I’m rambling because I really DO enjoy playing this. I just totally wish there was more payoff for actually engaging with the overall mechanics that are presented.

I don’t get worried about enemies, I don’t find myself wanting to get bigger on a mechanic benefit standpoint, and the gameplay loop has me mostly just trying to aim for the bigger stomach capacity limits, honey chances, and speed boosts-- I don’t even GO for the Defense I-frame upgrades.

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i love this game! im looking forward to ways this develops. by the way, 3 is the max amount of times you can upgrade max weight right?

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Because the game is rather repetitive I think it’s best if you add a shop that sell permanent upgrades and maybe little trinkets like mini map upgrade , it’s gonna be a lot of coding so you might wanna add it after the jam is over

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These are some good ideas- also, the actual deposit speed never changed, just the speed at which the jar fills visually. I plan on increasing the speed of depositing, possibly making it go faster and faster the more you have.

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ah! then it might be what i realized after posting this. my brain interpreting the 2 honey per extra-capacity blip as the process itself feeling slower then! That’s probably where my misconception comes from :]

I do sincerely wish you the best with this game even post jam, though. It’s very charming!!

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Yeah, three is the max- for now, at least! I might add more sizes post-jam, but for now I think it’s fine

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Question: You can add how much honey the player is carrying in order to see the exact number at higher levels?

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I’ll work on that when I get home from work- as much as I love working on this game, I do still need to make money to survive!

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OK, you’re having a fun game with good pixel art.Good work

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Bug report: if you end the day on top of a drop of honey, in the shop, you can grab it and start the next day with that honey already.

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UPDATE (probably the last one before the end of the jam!)
Added three more UI elements: Score, Stomach Honey Count, and Jar Honey.
Fixed a few small bugs and unintended behaviors.
Added an info card to the main menu for people who need that.

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Really good game so far! A couple notes:

  • Thick honey can actually allow you to bypass the struggling QTE. I noticed that it always happens at certain stomach levels (6, 8, 10, 13, 16, and 20), but if you eat, say, 12 honey and then eat a thick honey, your stomach will go straight to 14, skipping the QTE entirely. Although this is probably not intentional, it does lend an element of strategy to the game, having to actually plan which honey you’ll eat next instead of just grabbing whatever’s closest, or not finding the right type of honey in time and deciding it would be faster to just do the QTE. The simplest way I can think of to fix this is to just have thick honey give you 1 honey twice in rapid succession instead of 2 honey once. That way the stomach will still fill the right amount, but it will land on the QTE trigger instead of passing right over it. This might break the functionality of the next point, so be careful.
  • Speaking of thick honey, I noticed that when you’re one away from your capacity (that’s your actual capacity, when Herb shakes his head no if you try to eat more) it only fills your stomach by 1 and the honey stays there. Then when you go back and grab it later, it’s only worth 1 instead of 2. This is a really cool feature that I wasn’t expecting to see, but it would be nice if the thick honey had some kind of visual change to reflect this happening. The simplest thing I can think of would be for it to just turn into normal honey, but a half-eaten version of the sprite would be cool, too.
  • Tree hitboxes are weird. I’m not sure what shape they are, but Herb tends to get caught on the edge of them a lot. Maybe change it to be a circle or a diamond as others have suggested?
  • I feel like there should at least be an option to enable auto-eating honey. When I’m at low weight levels and zooming around the map as fast as I can, sometimes I miss hitting the E key at the right time and I have to go back and grab the honey again. Then again, lack of control could be a decent reason to keep yourself bigger. More on this in a bit…
  • As others have said, there’s not a lot of incentive to go past filling up your bar. Even with the trick that lets you avoid the QTEs, it’s still difficult to maneuver around enemies with the low movement speed. Doughball Descent had an item that provided a certain chance for damage to be negated, and that chance increased with higher weight levels. Maybe something like that would work?
  • It would be nice to be able to see the max level of each upgrade. Something as simple as 1/3 instead of just 1 would work.
  • Depending on how much time you want the player to be searching for trees, I’d say they should either be marked on the minimap, be in random locations each day, or both. This is mostly personal preference on my part, though, since I’m bad at memorizing maps.

…Okay, that was much more than ‘a couple’ notes lol. Amazing game, can’t wait to see what you do next!

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I know they are, and it frustrates me; I have no idea why herb gets stuck on them so easily, since they just use a normal pill collider.
Turns out this is an inherent flaw with unity’s collision system. If I fix this, it lets Herb clip through the outer walls because of course it does.

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