It's incredibly cute, and while the resource system is fairly simple it's certainly elegant! I like how it feels very Harvest Moon-esque, and how satisfying the minor gameplay elements like just picking up wheat are!
I loved the game art and style! Such a cute RPG style and sets the tone of the game. I also really liked the music, helps set the atmosphere of the game. The resources were really unique too.
This game fits well into this week's theme: resources. You really need to decide wisely on how to make use of your existing resources in a very limited time to survive longer.
I really liked how you could balance your time between slime and human to progress the diff systems! Going into town to sell your crop and buy things within that limited window before quickly trying to manage your own farm created this unique tension that I'd never thought a slime could experience. Very fun!
Colors and animations are cute. Music fits well, and draining energy bar gives impression of urgency.
Time as a resource is always a fun mechanic, especially if it turns people into baby speedrunners. I also like the graphics.
It is a very cute game with an easily understandable resource system. I love the ambience of the game. Title checks out :)
I quite like the complexity of this game -- there's a lot of mechanics to consider and it seems as though they are all relatively well balanced against each other. Having a limited amount of time in the town also adds a nice sense of urgency.
Cute game with a lot of interacting resources. There is a decent amount of complexity and the resources all seem to be meaningful and serve a purpose.
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What could this game have done better?
****************************
'So... part of making a resource system is that you need to balance that resource system, and this game is broken in half. It was hard for me to figure out, because this game obfuscates a lot of information, but once you realize that berries have a *significantly* higher resource/cost than everything else the game just becomes Get Wheat => Sell Wheat => Buy Berries => $$$.
Weirdly, the bigger problem isn't that there's one resource that's wildly off (just stop selling berries), it's that the game doesn't really tell you the numbers on anything until you're in the middle of it. You don't know how much anything costs until you've already committed time to buying/selling it. You don't know how much food heals until you've eaten it. And most personally frustrating, you don't know that timing out in the village costs energy but leaving doesn't, which killed me my first attempt. Just being more communicative would be really useful!'
I was a bit confused at the objective of this game, even after reading the description, when the timer ran out and I died I was like 'Oh, this thing eats?'. I didn't know the blob needed to eat or how to, or what exactly to do with the wheat and jelly. Maybe a card with the game objective/tutorial in the beginning would be helpful.
This game is already great, and to make it even better, you may try to add more available interaction options and more types of resources.
Being automatically taken back to your farm is a little too safe. I think that not going back manually should invoke the villagers to try to capture you or something while you attempt to escape!
Game doesn't feel like it has a clear purpose. Time spent standing around garden waiting for energy to regenerate feels wasteful for player. 'Death' should probably have harsher consequences.
Maybe it's my monitor but I can't actually see the menu item I'm selecting.
The energy bar was kind of stressing me out. If you let the energy get too low, it's kind of hard to bring it back up, so maybe slow down the rate of decline a bit. Also, maybe there should be a little timer for when the crops will grow back.
I think this game would really benefit from some kind of activity to perform while waiting for other tasks to complete. For instance, a game like Stardew Valley includes areas like the mines where you fight monsters and gather resources, which helps minimize downtime.
The goal of the game is very loose and there is very little motivation for the player to play the game in the intended way."
Comments
"What did this game do well?
****************************
It's incredibly cute, and while the resource system is fairly simple it's certainly elegant! I like how it feels very Harvest Moon-esque, and how satisfying the minor gameplay elements like just picking up wheat are!
I loved the game art and style! Such a cute RPG style and sets the tone of the game. I also really liked the music, helps set the atmosphere of the game. The resources were really unique too.
This game fits well into this week's theme: resources. You really need to decide wisely on how to make use of your existing resources in a very limited time to survive longer.
I really liked how you could balance your time between slime and human to progress the diff systems! Going into town to sell your crop and buy things within that limited window before quickly trying to manage your own farm created this unique tension that I'd never thought a slime could experience. Very fun!
Colors and animations are cute. Music fits well, and draining energy bar gives impression of urgency.
Time as a resource is always a fun mechanic, especially if it turns people into baby speedrunners. I also like the graphics.
It is a very cute game with an easily understandable resource system. I love the ambience of the game. Title checks out :)
I quite like the complexity of this game -- there's a lot of mechanics to consider and it seems as though they are all relatively well balanced against each other. Having a limited amount of time in the town also adds a nice sense of urgency.
Cute game with a lot of interacting resources. There is a decent amount of complexity and the resources all seem to be meaningful and serve a purpose.
========================================
What could this game have done better?
****************************
'So... part of making a resource system is that you need to balance that resource system, and this game is broken in half. It was hard for me to figure out, because this game obfuscates a lot of information, but once you realize that berries have a *significantly* higher resource/cost than everything else the game just becomes Get Wheat => Sell Wheat => Buy Berries => $$$.
Weirdly, the bigger problem isn't that there's one resource that's wildly off (just stop selling berries), it's that the game doesn't really tell you the numbers on anything until you're in the middle of it. You don't know how much anything costs until you've already committed time to buying/selling it. You don't know how much food heals until you've eaten it. And most personally frustrating, you don't know that timing out in the village costs energy but leaving doesn't, which killed me my first attempt. Just being more communicative would be really useful!'
I was a bit confused at the objective of this game, even after reading the description, when the timer ran out and I died I was like 'Oh, this thing eats?'. I didn't know the blob needed to eat or how to, or what exactly to do with the wheat and jelly. Maybe a card with the game objective/tutorial in the beginning would be helpful.
This game is already great, and to make it even better, you may try to add more available interaction options and more types of resources.
Being automatically taken back to your farm is a little too safe. I think that not going back manually should invoke the villagers to try to capture you or something while you attempt to escape!
Game doesn't feel like it has a clear purpose. Time spent standing around garden waiting for energy to regenerate feels wasteful for player. 'Death' should probably have harsher consequences.
Maybe it's my monitor but I can't actually see the menu item I'm selecting.
The energy bar was kind of stressing me out. If you let the energy get too low, it's kind of hard to bring it back up, so maybe slow down the rate of decline a bit. Also, maybe there should be a little timer for when the crops will grow back.
I think this game would really benefit from some kind of activity to perform while waiting for other tasks to complete. For instance, a game like Stardew Valley includes areas like the mines where you fight monsters and gather resources, which helps minimize downtime.
The goal of the game is very loose and there is very little motivation for the player to play the game in the intended way."