Super Sellout by Moski
Hero duty for super profit! Monetization Man is ready to go save people from disaster, but since being a good guy doesn’t pay the bills, he’ll be needing some sponsors… or as many as he can get.
Sacrifice your integrity to earn big bucks at Super Sellout! Control Monetization Man, the invincible, indestructible and insufferably greedy superhero that will take any and all offers to make it through the month. Accept sponsors, give up your mobility, and try to make as much money as you can! Money, money, money!
Ah, and maybe rescue some people. At this point, that’s mostly just a courtesy. But hey. Profit!

- An invincible hero, people that need rescuing, and money that needs pilfering!
- Select as many sponsors as you think you can handle. Sacrifice mobility for profit!
- Some sponsors make the game harder in different ways. Juggle between common sense and rampant disregard for self-preservation!
- Saving people give you extra money and time. Don’t forget that you’re a hero for a reason!

- Play with either a keyboard or a controller (any controller works, but only the bindings of an Xbox Controller show).
- Move with the WASD or arrow keys (Left Stick on a Xbox Controller).
- Press F Key (X Button on a Xbox Controller) to ~~pay respects~~ save the people when you’re close to them.
- Press Spacebar (A Button on a Xbox Controller) to jump.


Created, Developed & Presented by :videogame::whale: Whales and Games :whale::videogame: - Other Whales and Games Projects - Website - Twitter Profile - Facebook Page - Discord Chat Channel
Development Team - Programming - @JorgeGameDev (Twitter) - Programming - @Kroltan (GitHub) - Graphics Artist - @Moski (Twitter) - Audio Composer - @zachary-blystone (Twitter) - Support - @ponchoguy (Twitch)
Special Thanks - Ludum Dare Community - Rewired Unity Input Wrapper - Guavaman Enterprises - Canted FX Font - Nils Cordes - WBX Komik Font - Vilitante Typeface Corporation




DISCLAIMER: On itch.io you will find two different sets of builds, one without a subtitle, and other with (Submission Hour). Due to time constraints, the submission hour build was published with some game-breaking and game-locking bugs, including one where, when the player falls off the buildings, they would be propelled backwards indefinitely. The new builds addresses these issues and fixes any potential game-breaking issues. The Web build is based on the latest build.


Ratings
| Overall | 94th | 3.996⭐ | 141🧑⚖️ |
| Fun | 262th | 3.58⭐ | 140🧑⚖️ |
| Innovation | 329th | 3.395⭐ | 140🧑⚖️ |
| Theme | 431th | 3.597⭐ | 141🧑⚖️ |
| Graphics | 5th | 4.669⭐ | 141🧑⚖️ |
| Audio | 39th | 4.069⭐ | 139🧑⚖️ |
| Humor | 44th | 4.09⭐ | 141🧑⚖️ |
| Mood | 114th | 3.922⭐ | 137🧑⚖️ |
| Given | 51🗳️ | 65🗨️ |


The gameplay was somewhat fun, and the mechanics worked great early on, but they failed to stand out. They're nothing amazing, and they started to fall apart once you got to about 20 seconds left. My rating: 4.5 stars
It's a pretty innovative game, with a unique and interesting take on a runner. My rating: 5 stars.
It fit well with the theme and didn't use a generic interpretation! Great! My rating: 5 stars.
The graphics are truly the strongest part of this game, and they work wonderfully! The animations started to fall apart a bit once the game got too far in, but that's a drop in the ocean. My rating: 5 stars.
The audio was decent, but I kinda expected more from such a polished entry. The music was good at first, but grew to be obnoxious. The sound effects were fitting, but didn't sound that great. My rating: 4.5 stars.
Heck yeah, finally a game that actually has a reason not to opt out of humor! 5 stars!
You nailed the mood that you were going for, between the graphics, gameplay, and audio. My rating: 5 stars.
Overall, it's a very nice, very polished game with a unique idea that was executed on quite well. The audio and mechanics had quite a few kinks to work out, but the overall mood and polish shined bright enough to make even those issues reflect the quality of the game. My rating: 5 stars.
Good luck, and good job with your entry!
Cheers,
The Koala Squad.
Highlight for art. I used all the sponsors at once. 3D effect =]
I found it kinda hard to jump from one building to another, but overall is a very nice game, congratulations!
Also, good job on including the lava lamp.
I think would have liked more hazards that affected the way it looked like the glasses. Add film grain, black and white, lower resolution, etc. I did feel like adding the obstacles made it harder, but also made it easier to make money so it felt like pretty balanced progression.
I had some bugs related to the selecting of sellouts where I couldn't click them and had to move the mouse around for a bit. Also had once where I super jumped or something for like three rooftops. Well done!
Can't say much other than "Great Awesome Job" you guys. Quality for the graphix and sound were top notch! I do however, have a few pieces of feedback... Maybe it was the HTML5 build but i had some issues just pressing "Play" on the intro screen. My other and final pieces of feedback were the controls. Maybe it is because my bday was today and im getting old... but I found it super difficult to move, jump and pressing "F" on my keyboard. Wished the "F" button was assigned to a different key. That's it! loved the artwork and general concept of the game. Very amazing to see the quality content coming out of these comps. Thanks!
But wow, aside from those(purely personal) issues, everything fits together so well! One more thing. Super good job on the overall presentation. The menu screens, even this page, and the itch.io page. The best I've seen so far.
I sort of wish there were a larger variety of unique contracts to take, though. I love the concept of setting your own difficulty level ala Bastion-style, but I wish I could have selected any of the contracts from the start, instead of seeing the unique-sounding ones un-selectable, and only being able to choose from a bunch of speed-dropping contracts.
Regardless, though, I'm super impressed with what you guys have done here! This is easily one of the most polished games I've played so far!
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@sebastianscaini It goes without saying that we're spazzed out at having your team around as well. I'll make some time to play yours today as well. Thanks!
@hydro-games Then we should sellout with the Super Sellout, huh? HUH? Thanks to you too!
@jens-steenmetz Eiii, thanks! It gives me goosebumps when people say they like my art, but this time around I'd say that it was all possible due to @jorgegamedev's constant feedback and reinvention. It really pairs up well with @zachary-blystone's tunes, even if I have to say so myself. Cheers!
@trifectuh :thumbsup:
@koala-squad Oh, we did face a lot of hurdles to get this done in time, and even then there were some kinks to iron out. But we all know how it goes: You live by the jam and you die by the jam. Your in-depth comments are fair, and I'd even say very generous. My team is humbled, and we appreciate taking your time to check us out. Thanks a bunch!
@kaish Here's hoping no one spazzes out. I particularly found the 3D effect very trippy. Working as intended though! Thanks for the comment!
@alph It happens. Wish we could have solved that one out in time, so we'll consider focusing more in fixing the overall game experience earlier in the future, even if it's at the expense of features. Thanks!
@arvejeitor It can be tricky with so much going on at the same time. Still tho, here's hoping it didn't cause major problems to your experience. Cheers!
@jazambuja If you happen to have a controller around, you should try that instead. It could make it more intuitive, I hope. Thanks for the comment!
@groverthegrovekeeper Yeah, we didn't get enough playtesting and balancing. A friend actually said that the stickers made the game better, since it was too fast otherwise. And we had so many ideas that weren't implemented. But if there's one thing we can all learn from making LD jam games is to learn about scope. Cram too much and it may all crash down at the worst possible moment. Anyhow, thanks a bunch for the feedback!
@phearbot Thanks for the ideas and interest. I've let @jorgegamedev know, and he'll tell you about it as soon as possible.
@zombie-virals Thanks! And again, thanks a bunch for the stream! Our team really appreciates streamers and youtubers that are up to some cooperative growth! Cheers! :champagne_glass:
@cameron-dunlap Glad you liked it. It has to be our most humorous entry to date, and I'm glad it could be done with such a somber theme.
@kleinzach Thank you! Early on, I was worried about the direction of the artwork, but the team somehow made it all work.
@jeremy-ryan Our programmers @jorgegamedev and @kroltan really pushed the polish as much as possible. Even with some glaring problems in the final product, I believe they really deserve the praise, so thank you for the kind words!
@jeremy-ryan Yeah, I would kind of agree. If anything, I'd say that playing with everything on is the way the game is meant to be played. Thanks for the feedback!
@Vipaka I'm half believing that maybe you had too many sponsors to jump the gaps, since, of all the problems, I didn't encounter that specific one. But I'm willing to believe it's still possible, so I'm glad I opted against making the game end if the player falls off a building. We'll look into it, thanks!
@meenners Thanks for the comment. I originally suggested E, but that ended up not being much better than F, and we kind of just left it as it was for the remainder of the game development. Still tho, thanks for pointing it out. And again, great work with [Bloop Bloop!](https://ldjam.com/events/ludum-dare/43/bloop-bloop)
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Reaching the limit. Stay tuned for Replying to Comments 2: Electric Bugaloo
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@phearbot The chroma effect doesn't have much magic to it. It's Unity's brand new post-processing stack (you can find it on the _Package Manager_) with Chromatic Aberration turned on to the max. It doesn't do the perfect 3D effect, but it's enough so it doesn't get in the way. As for the buttons, it's really Unity Animator in UI components acting up again. Thank you for your feedback and hope that clarifies it!
@reality-blind We're glad you liked it! You guys did an amazing job with _Sacrificio Inc._ and I've been looking forward to playing it myself (I know for starters that @moski already did). Your team is definitely a stand out as well!
@pranjalbisht The jumping could have definitely been more pronounced. There were a few work-a-rounds we had to do in order to ensure the jumping worked with the perspective, but unfortunately, it still ended slightly rough. The game is actually supposed to pause all scrolling when you fall off buildings so it doesn't look weird, but unfortunately it keeps breaking that on release builds. Pleased that you liked the pages design! I am a huge defender that the containers around the game cater as much to the overall immersion as the game itself. Cheers! :champagne_glass:
@tweedle It's awesome that you liked it! Waddle on indeed! :duck:
@ermgerd As we have already told you on our Discord, it was actually developed in 72 hours. That being said, we're pleased that you liked it! Thanks for sticking around! :whale:
@coleslaughter We have a joke phrase that we use internally saying _"I can imagine how even more spectacular this would have been with one more day."_ because even if we seem to include a lot of personal details and polish, there's always a lot of ideas that stay at the drawing board, including a bunch more of modifiers we had in mind. We decided to have contracts unlock over rounds to create a better difficulty gradient and give people a chance to see the game with very few effects turned on at the beginning compared to the end. A 'Unlock All' button was planned at some point, but didn't make it through unfortunately. Glad you've been impressed! :tada:
@kovareka It's nice that you've liked it!
@Quackqack Thank you! @zachary-blystone really did an outstanding job with the music! (We could him beat his keyboard during our voice calls.)
@earlybard Glad that you liked it! There were definitely a few animation glitches when it came to slipping/failing that we could unfortunately tackle in time and a lot of modifier ideas that stayed in the drawing board. :thinking:
@theonethatneverwas It's great that you liked it! What was your highscore? :money_with_wings:
@matheus-mello Glad to see that you've played multiple times! Unlocking stuff overtime was partially to motivate people to experiment with different modifiers and see how they did!
@slizzben You are awesome too! Thanks! :wink:
@jfraser314 The art-style @moski pulled off is definitely calling a lot of attention it! I personally also really enjoy the style the art has taken. Glad you found it amazing!
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And that makes it for another round of comments. We're going to keep doing our best to play as many games as we can and start posting some development stories in the main feed in the upcoming weeks. If you'd like, you can also [**follow our team on Twitter**](https://twitter.com/whalesandgames) (we will follow anyone on LD right back!) or join our [**Discord**](https://discordapp.com/invite/whalesandgames)! Would love to see you all there! Cheers! :whale:
I love how crazy the game gets once you enable all the penalizers. Gets really hectic and fun! Also the looks and feel of the game is amazing.
Congrats! Looking forward to seeing more of your stuff in the future!
One little thing though. In one of my games I fell off a building, when I was placed on a roof I fell again without having time to react, then the same happened, and again, and again. And I had a loop of like 6 consecutive falls. Maybe a second or so of relax time after falling would have been good. This is the only complaint I have and this is getting really picky. Again, congrats!
This is definitely a game that I could see myself playing outside of a game jam. It would be cool to see what you guys could do without any time constraints.
I had a lot of fun playing this great game!
(The interaction range is insanely high also, if you stick to the middle of the platforms you can interact with anyone on the Y axis)
Anyway, Great job !
I love the art direction. That comic-book feel is pulled off flawlessly.
The only thing that holds this game back from being a true 5/5 (i'm very strict with that!) is that the controls (especially the small "stun" after a flex and jumping) feel not as "tight" as it could be!
But great job guys and gals, you are now on my list of jammers to look out for :)
After playing it a few times, I realised that it turns into a different game as it speeds up. At the beginning, the player is able to move left/right and you often need to run and jump to make it over the ledges. When it speeds up, I usually find myself awkwardly pushed up against the edge of the screen and only moving up/down because I can make the jumps without running up anymore. It did feel a little clumsy because I was being pushed by the edge of game. However, I actually found my rhythm better not having to worry about the left/right movement.
Maybe the game doesn't need to let the player move left/right like a lot of endless runners, just up/down. That may solve the problem of being pushed against edge and allow the player to be framed better in the screen. There are enough buttons to worry about already (up/down,f and space) especially at a fast pace.
I hope that made sense and is helpful ><
very well done
1) I wasn't a fan of the controls; using both WASD and F at the same time doesn't come naturally to me, but if you're using the arrow keys, then using F and space at the same time puts your hand at a weird angle. Personally, I would have gone with arrow keys, Z, and X.
2) The power-ups (power-downs?) didn't seem to hamper my ability much, and whatever detriment to my score they did have, it was far outclassed by the money I was making from ad revenue. I was hoping that there would be one or two that made the game *really* difficult to play but which paid out a lot.
3) The variety in the powerups were also lacking; seemed like half of them slowed you down and nothing else. What about inverting the controls? Playing really obnoxious sound effects? Increasing the time to save people? Reducing the payout per person in favour of a flat rate? Stopping the gameplay to show an advertisement?
1) Near the end you just fly through the pits without a jump.
2) When u help 2 humans at the same time, the sound gets stronger and gets a little uncomfortable
I thought the later parts of the game kind of scrolls a little too fast. It didn't seem to matter how many sponsors I didn't choose; I couldn't touch the right side of the screen. That limits mobility alone, so it felt kind of awkward. I did like the sponsors affecting dogs and metals, but I thought the puddles were visually not obvious as obstacles to avoid. Jump felt a little weird as well. I think some extra visual flairs should have been added to tapping F without anyone to save, as that would have informed the player that they are wasting their time doing so. The feature itself is fine, it's just not obvious.
I feel a lot of the stickers are just more speed reducers, and with more time could be fleshed out to affect game-play in a greater variety of ways.
Anyways, It's a very nice game. Looks amazing, the polish is ridiculous, even the polish of everything outside the game is crazy. Y'all went above & beyond. The gameplay was neat, I'll admit to some issue with the controls (mostly jumps). Now the theme is where I have question marks. Is selling out really a sacrifice? In game it didn't feel like it, there's only benefits. Now the game does seem to get harder, but the added challenges seem to also help since they slow you down making it easier to pay respects. So selling out is like win/win. I think is because the jumping is off, but many distractions including slipping lets you skip or not need to jump. But yeah, thats more of a balancing thing and I see the intent.
Overall, great game, Its simple, fun, doesn't overstay its welcome and oozes polish. Congratulation, you made something great!
The only problem I have with it is that 'f' isn't a very natural key to press compared to how frequently it is used.
My main complaint is that the controls are a bit fiddly. It would be a lot more convenient if the "jump" and "save" buttons were right next to each other (say, Z and X), especially since jumping right after saving cancels you out of the long posing animation, which really comes in handy. That's really the only issue I have with it, though. Everything else about this game is highly impressive.
I'm impressed about the amount of work that you guys did!
there are some things that could be better.
- its nice you can jump of both sides of the building, however the buildings always seem to be perfectly aligned at the bottom.
- The effect of the sponsors could have been stronger and more diverse. it would have been nice if you turn on all sponsors you wouldn't be able to get a good score.
You guys did a great job.
Great job for the jam timeframe. My high score was $8883 while selling out to ALL the sponsors! It was definitely funny seeing the poor guy in action with dogs and lamp posts chasing after him, barely making jumps as he slips through puddles...
Controls should definitely be split across two hands if possible. You already have bindings for arrow keys so you might actually just want to indicate those in your instructions rather than WASD (it works just fine, I found).
The gameplay obviously isn't the tightest but it's not bad for LD. That slot-machine-like sound for rescuing really helps add to the arcade feel of the game and makes you keep going. I especially liked the way that the speed gradually increases and how each successful rescue adds a bit to the timer. There were a few audio clipping issues (not sure if asset-related) and other minor things but again, good job on general execution.
:thumbsup: The graphics and post processing effects were awesome. I liked how each type of intractable object had a different border color. Also the chromatic aberration near the borders created an effect of "oh no I have to get back to the middle of the screen!" (of course all the stickers kept me from actually doing that)! The gameplay didn't have as much depth as it could have, but it compensated for that by not stringing the player along with only a handful of sponsors each round, and instead dumped big selections on us each time, this was great since it keeps the player engaged.
:point_right: Sometimes the animation for jump would not play when crossing gaps. It was odd to see Super Sellout slide across a gap (though it kind of make sense).
:star: Overall excellent job, I really enjoyed playing this!
I love the little easter egg on the title screen (ahh, video games).
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@budaniel Making sure that our games work with controllers always tries to be one of our priorities during the jam. Glad to see you enjoyed them! :video_game:
@freixo Thank you for playing! Proud that you found it 5 stars! :blush:
@relictooth There were several other slapstick situations we thought up off but were unable to implement unfortunately. Great to know you still found the ones we were able to add in humorous! :clown_face:
@sockyman Might have been a WebGL issue. We've had a few issues with the physics of some of our previous projects when exported to the web, but that seemingly worked on the desktop version. Did you get to try that one? Good to know that you still had fun despite the issue.
@gerardb If you've only been doing stuff as a solo-dev for now, I totally suggest you to try and team up with a team through [Crowdforge](https://crowdforge.io/) or the like! It's a completely different experience, and it can teach you a lot about your own skills! As for the rooftop issues, we had this problem in earlier builds where the map would keep advancing even if you had already fallen down. Resolving a game breaking bug while at it coincidentally fixed it, and it should be much more comfortable to play without getting into consecutive falling loops now. Give it a try if you get the chance!
@cjn Thank you! @moski and @zachary-blystone did an amazing job on the graphics and audio respectively!
@ruddgasm Glad to know you had fun playing it! We will be actually starting some longer-term projects with the swap of the year, and we also have some plans regarding how we could expand both _Super Sellout_ and past jam-projects of ours. If you're curious and want to keep up, I totally invite you to follow us on [Twitter](https://twitter.com/whalesandgames)!
@ghostmaple Thank you! Glad you found it extra polished! :ok_hand:
@esina-yana Thank you! :thumbsup:
@randomphantom The jumping was an attempt at having the player be alert to another challenge, but unfortunately you are right regarding it being a bit clunky. If I had the chance to improve one thing first moment it'd definitely be the overall movement controls, making them feel more weighted and tighter. That and more sponsors. Thanks for the feedback!
@christina-antoinette-neofotistou We're always (mostly) proud of the games we make! :blush: What makes us even more proud is having people playing the game and telling us they liked it and giving us feedback. Glad that you liked it! :smile:
@beardmage All of the outstanding artwork is a product of @moski's fiery passion and numb hands! The interaction range is obviously a thing we have to look at considering that there were a lot of patch-ups we had to do to it and it still doesn't feel quire right. Thank you for your feedback!
@n4tticus The art direction is once again a by-product of the amazing work by @moski! The jump definitely needs some better weight. Glad you liked it!
@sadsmile Awesome that you're looking out for us! We'll definitely be participating in future editions of the jam! I've actually considered making a mobile version prototype with some tweaks to it to be more comfortable to play with lesser inputs but still haven't gotten around it. We'll let you know if we end up making something of the sort. Thanks!
@fobia Glad you're eyes liked it!
@rhukl Good to know you had a great time with it! :tada:
@sadzanenyama Different puddles have different effect. While the most noticeable ones are the ones that make you slip, some of the others actually reduce your speed. Glad you liked it!
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(Continued on the next comment.)
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@jongjo Those are some interesting observations. I'd be up for experimenting with only vertical movement and trying to see if the gameplay ends up feeling tighter. I'm under the impression that the reason why the free-range movement feels off right now is mostly a question of balancing the rhythm and the rate new buildings get added in. The being pushed towards the edge is definitely part of the issue as well. Comments like these are always useful and definitely provide some insight. Thank you! :thumbsup:
@hadesfury All kudos to @moski! :flag_mx:
@wheatleyscience There were a lot of different sponsors that stayed on the drawing board that we'd love to add on top of the existing ones to give the game more variety. Also, we believe the presentation on the webpages surrounding the game are just as important for immersion as the games themselves. Thank you! :smiley:
@niterich The discussion about what key we should use as the action key was actually quite the debate while we were developing the game. Half of us thought E was better while another half thought F would do the job. Ultimately, we went with F because we had started with it, but I still much preferred the E key. I actually wanted to do full Arrow Keys+Z+X support as you mentioned, but unfortunately never got around doing it, leaving the arrow keys as a slight half-assed tape fix.
As for the power-ups, it's literally as you put it. There's definitely a lot of different power-ups that stayed in the cutting room floor (I've actually described some of them [here](https://ldjam.com/events/ludum-dare/43/super-sellout/scripting-super-sellouts-sponsors-and-behaviours)) that were meant to hamper the player's abilities much more. Increasing the power-up variety is definitely on our to-do list if we get the chance to revamp this game. Thank you for you feedback, and we're glad you still had a whale of a time with the game! :whale2:
@neowhoru Glad you liked it! :clap:
@hellsquirrel The sponsor's magnet has to be one strong magnet in order to attract hydrants and lampposts like that. The not-falling through a pit without jumping and the double-sound are two things we definitely need to look at in the next patch. Thanks for playing!
@lereveur I could have sword I had disabled 4:3 resolutions so that it'd still force 16:9 but apparently I must have missed it. It's on my wishlist to support more resolutions, but for jams, it's always better to pick a resolution for a art and trying to stick with it. Thanks for playing!
@omiya-games Like I've mentioned in one of the previous comments, the controls actually took some internal debate and discussion before we made the final decision on them, going back and forth between E and F and we really just struck with F in the end. As for the scrolling speeds and jumping, you're absolutely right in regards to the fact they need to be tighter. Thank you for your feedback!
@dusho Glad you liked it! Art's all on @moski! Sluggish controls are probably on me, but oh well, we'll do better at some point! :whale:
@jupiter-hadley Thank you for featuring us again Jupiter, both on your channel and on _Alpha Beta Gamer_! We swear that the _Colossorama_ update is still coming!
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And that makes it for my part. Like previous comments, @moski will be taking over to reply to the second set of comments. We have to divide the work, or that _pareto_ won't come through, eh?
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@nratcliff Thanks for the feedback. Yes, it can be a bit quirky. That kind of tweaks were among the last things we had a chance to touch up before wrapping up. It will be taken into better consideration in the future.
@yuliya-86 We’re glad that you liked it!
@masterkrepta Aye. The stickers were mostly for bulk until we had more time for more and better game-changing objects. But alas, we ended up axing stuff for the sake of wrapping it up. Can’t have it all. Thanks for the comment!
@xphere Thanks! The team really outdid themselves this time around!
@joh Hey, thanks! I didn’t personally get to play this one, but @ponchoguy seemed to have had a good time with it. I’ll have to check it out tomorrow morning. And sure, our “sacrifice” approach was a stretch. Not the first, second nor third time it happens, so we seem to be quite good at not following instructions :I Anyhow, thanks a bunch!
@nathanhoad Thanks! We appreciate that a lot!
@dk5000p Well, the comic book approach was our objective, so, mission accomplished! Thanks a bunch!
@flashviper Yeah, that’s a common complaint. We’ll see upon addressing that sort of stuff in the future. Thanks!
@hmhuhoh Always good to hear. Thanks!
@Drauthius Aiiii, thanks a bunch to you as well!
@F1Krazy Guess that getting the 5 of us to overclock paid up in the end. And yeah, that didn’t really account for how finnicky the controls are at times. Still though, we’ll take those sorts of details in consideration for the future. Thanks a bunch for the feedback!
@skigfx Well, what can I say? The programmers really know how to wrap up with polish. Thanks!
@twisted-hive We truly wanted to make more effects, but some things just didn’t align correctly. It’s certainly something to have into account if we ever have a chance to approach this project again. Thanks!
@kciwsolb Corny friendship speeches aside, they’re the best. Always a pleasure to work with them!
@JoshAnthony1990 When that came up to us with so little time to tweak it, we ended up shrugging it and accepting it as some sort of meta-strategy. With so little time and so much to fix and polish, that ended up being an unintended mechanic that, as amusing as it ended up being, should not be repeated. Thanks!
@jk5000 Well, we’ll see how to approach something like this with more gameplay to it in the future. Thanks!
@franciszek-pyrc Glad that you liked them!
@jusw85 Huh… We ended up balancing it the wrong way, it seems. Ah well. We’ll see upon trying things that affect the game in more meaningful way moving forward. Thanks!
@lucecyl Those are kind words. My team remains humbled, thanks!
@jevgeni-orehhov I’ll be sure to give the team another round of pats on the backs, thanks!
@ddrkirbyisq Even with time dedicated to polish and bug fixing, some things like the control scheme didn’t even look weird to us until it was way too late. It’s a shame, and sort of a disaster, really. But we’re learning. We’ll do better as we continue. Thanks!
@acaral They really do, even if I have to say so myself. Thanks!
@hitchh1k3r I guess it’s too late to pass that glitch as one of Monetization Man’s super powers, right? Ah well. A glitch we better figure out. Thanks a lot for the feedback!
@inkie-inc I’ll forward the good words to the respective members of the team, thanks!
@smbe19 Glad to see that someone addressed the easter egg directly. Even with limited time, it’s good to find time to put a goof here and there. Thanks a bunch!
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And that’s a wrap. Thanks to you all for taking your time to check us out, and congratulations to everyone that participated along us. We’re staying in contact to people who [**follow our team on Twitter**](twitter.com/whalesandgames), so do consider checking us out there or dropping at, [our **Discord Server** to say hi](discord.whalesandgames.com). Happy new year! :whale: :champagne_glass: