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I'm having a serious issue with the cog creator.
When I go to import a new head and scroll down in the list of all the cog heads, it instantly freezes and crashes the game.
I think the custom heads are causing the game to crash when I go to view them in the head selector. It also sometimes just crashes when I load up the cog creator.

Is there any way to get it to stop crashing or to clear all the imported heads? Because with this being the way it is, It's keeping me from making new cogs which is mostly the only thing I do in this game.

I fixed it lol

Do you want to share how you fixed it?

This game is great! Unfortunately, controller support is broken atm, but I hope it does get fixed soon. Oh and I hope it gets released on Steam and consoles in the future. I would gladly pay for this game if it does happen!

As a longtime Toontown enjoyer, the innovation on display here shows a true love for the original game. Everything new here fits in really well and only one run in I've found a new addiction. 10/10 (PS: Remove Alien Glasses >:( <3 )

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This is addictive. I love the gameplay loop, and I really enjoy the parkour design (which toontown doesnt get much of usually due to the more casual nature). Music's great, too. I'm interested to see if this develops any further.

difficulty settings plz the head of security is too hard

Deleted 42 days ago

it's not official so don't bother asking here unless you think the creator will find you here

This game is awesome! I can 'grind' this game for hours. Is there an updated link for me to join the discord? I keep trying to join and it's telling me I'm unable to join.

The link works for me.

It is still not working for me and I've tried it on a couple different browsers. Any other suggestions?

I would recommend copy and pasting the link in Discord itself, to like a DM with a friend or something. The embed will tell you outright if you're banned from the server.

Toontown: The linkworksforme

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After sending a few runs of this, I wanted to leave my thoughts.

First off, the good. RNG never seems like an issue, which is a really hard one to get right for roguelike devs. Here, the randomness seems really well thought out and balanced. I never once thought that RNG was what screwed me out of a run, only my own approach to battles. This is really hard to get right, and I'm pleasantly surprised this game gets it right! Another good point is the general design of the game, and how everything is changed to fit the idea of a singleplayer toontown. Each gag effect, the way battles work, it all feels genuinely like toontown.

There is a number of bad points though. The first is that, like actual toontown, the platforming feels bad. Secondly is run time: even if you can save and continue, runs being an hour+ or even two hours on average isn't something that I would want out of a roguelike; the best games in the genre are succinct and have an average run time of half an hour. But most importantly is the total, absolute lack of information conveyance. It's not 2011. You're not making TBoI. Tell me what the items do. Tell me what the status effects do. I shouldn't have to look at an out of date google sheet or join a public discord server to get half-wrong information. This one is the worst aspect of the game.

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Hey there! I appreciate your thoughts here, but wanted to mention a few points I think are important to mention here. Firstly, the point about game length is probably fair. We've had a lot of internal discussion surrounding the average length of a run, and have made a few changes here and there to make the experience a little quicker. On the whole, though, we're pretty happy where run lengths are at. An average run being somewhere a little over an hour is just about the standard we were looking to reach just with how slow Toontown battles are. In practice, I feel it's allowed the slow, but constant progression of your Toon to feel more natural. To get to an average run time of about half an hour, we'd need to give the player items at potentially double, if not triple the current frequency, which already feels pretty fast in my eyes. It's also worthwhile to mention that making a faithful adaptation of the Toontown Online battle system meant we had to preserve the fact that the battles are incredibly slow. They always take up the vast majority of your run's playtime, and as such, we give you the option to speed them up as a bit of a workaround.

As for the lack of information, I don't entirely disagree here. We've been talking a lot about having a legitimate tutorial in the game, especially for people who may see this game on itch, and not have much experience with Toontown in the past. Right now, the game does a very poor job of giving those players an understanding of the mechanics at play, and that is something we should work to circumvent. For items, though, I don't agree with your stance that the effects should be immediately visible. We have an item, Monocle, that will display item effects before they are picked up. Part of the game design is meant to be some trial and error, where you don't know exactly which items are maybe not the best idea to pick up. Letting the player slowly build their own knowledge on the items is almost like its own invisible progression system. Though, I should mention, for status effects specifically, those aren't hidden and you can hover your mouse over them to read exactly what they do.

Finally, I want to highlight is that as a benefit to being an open source project, we understand we may not always make the best calls on the game design end of things. But we greatly encourage modifying the game in any way to suit your own tastes. And while I understand that may not be a satisfying answer, I do promise to keep an eye on the issues you've brought up here, because we may always end up coming around to your perspective on things later. 

yoooooo its evan

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No Commentary Gameplay

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Reminder that I'm running an item guide for this game! Check it!

https://docs.google.com/document/d/1-NzxYwANEXSkbW2J9cFDmOTxnCKEdU8DMkiT82H-0Zo/...

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The golden Jellybean pocket prank sells your chest item for jellybeans

absolutely wonderful!!! this is such a cool and unique take on the game. a fun new spin on toontown that i love very very much. peak game

so hyped for pocket pranks

What's that?

big update on may 1st

WOW THIS IS SO COOL!!!!! I'm enjoying it immensely. The music goes so hard. So creative and such a fun idea. Thank you so much for making this and sharing it with us. I'm very excited to see where it goes. 

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I've left my fair share of negative reviews on this game, I'll be fr here.
But yknow I realized you just gotta 100% everything in order to be able to progress, you gotta fight every cog, collect every treasure chest. and that's something I did not do. But ofc once I did this, I was able to actually progress and fight the bosses and beat the entire game lmao. 
fr tho 10/10 game

what do you mean 100% everything? you don't have to fight every cog and collect every treasure chest. sure it helps since you get extra items but you don't have to

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