Play game
Village in the Trees's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Play | #4 | 3.920 | 3.920 |
Kink | #4 | 3.800 | 3.800 |
Stealth | #5 | 3.560 | 3.560 |
Harmony | #5 | 3.560 | 3.560 |
Overall | #5 | 3.409 | 3.409 |
Sound | #5 | 3.560 | 3.560 |
Aesthetic | #7 | 4.000 | 4.000 |
Narrative | #16 | 2.840 | 2.840 |
Novelty | #19 | 2.840 | 2.840 |
Horny | #24 | 2.600 | 2.600 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you start early?
A handful of rudimentary graphics and some universal system basics existed before the start of this jam, though they had to be manually added into the new project.
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Comments
If ya need someone to talk to, message me and I'll see if I can get back to you.
I work from 6:00 A.M. to 6:00 P.M. (10 hours of worktime), excluding weekdays, where I usually spend the days bug reporting for devs and troubleshooting my own mods.
You are loved and will never be alone.
weird, it says its been restricted...
I was really looking forward to playing this cause it looked casual and fun.
sorry about that! i ended up developing some painful feelings regarding this game, so i decided to take it down for now
well I hope you feel better soon.
Here; a get well soon card...
Tile pushing puzzles should stay solved.
This is definitely my favourite in the Play category, and I'd be stunned if it doesn't win 1st place there. I'd love to see this developed into a full-length game. There's some rebalancing that should happen, as the previous comments have discussed (I've gone through that tile puzzle more times than I care to remember), but with some tweaking, this could be something special.
There's some really crisp sprite work in here as well - I love the character design to pieces, and I would probably buy a plushie of the main character. Good sound design as well. Great job!
oh goodness thank you! yeah honestly i would love to turn this into a full game someday and i definitely have a lot of spare ideas. maybe if i ever find time i'll play around with them 'w'
Really charming game! The level design seems solidly put together with different areas and progressively higher difficulty (though I feel I might be missing something when it comes to the snake enemies, unless you are meant to not beat them).
The combat mechanics in the game stand out particularly well and there is a lot to play with and expand if you ever decide to. I really enjoyed the position-based fighting style of using differently shaped attacks to get enemies while also avoiding danger through using the environment or sidestepping around.
This game is cute and fun although the QTE mechanic for escaping the monsters' mouths is way too punishing, especially for folks with accessibility issues. A wider timing window and letting folks press the wrong direction without penalty would be nice.
Excellent animated sprites and crisp puzzle-action gameplay controls. Those enemy designs have a lot of character! I like how each spell and enemy type is unique in its own way. The way in which each area has it's own unmentioned "quest" that you need to complete in order to proceed is very clever.
The punishing difficulty discourages exploration, which I see as a big drawback in this type of game. There should be more waypoints and shortcuts to get around as well as ways to easily deal with early enemies after you complete their area. I gave up after losing in the blue forest too many times due to the sheer amount of ground I needed to retread just to get back to where I was. Carefully timing your spells over and over, knowing that you'll lose a third of your health if you make a mistake is just too painful to do more than a few times.
The core gameplay is well implemented and very interesting. I just wish for either a difficulty setting or to see the really brutal parts placed in out of the way bonus areas. Great effort regardless, this couldn't have been easy to make in the limited timeframe of the game jam. Very nice work!
thanks a lot for the feedback!!!! difficulty is definitely an issue i will address with any future work on this game haha;;
I like the sprite design a lot, its got a very charming look to it.
Cute little game, The sprites are really good and I like how the background music fades out as you run out of health.
It seems the enemy placement is designed in a way that makes you eventually run into vore scenarios naturally? However with the way respawning works and the fairly linear level design this ends up making the game feel a bit frustating at times. The way you are meant to unlock the speedup spell in particular is downright mean.
seems like having to retread ground a lot seems to be a common issue haha;; sorry about that! there definitely could have been a couple extra shortcuts or quick ways back. if i continue with this idea i will definitely focus on making the difficulty a lot more fair!
If you don't win, I'll eat my hat.
Those gotdamg snakes istg
love it tho
Love the game so far!
The only frustrating thing (to the point I quitted) - the game is extremely slow. As soon as Player got the drops necessary to craft something, monsters become rather nuisance, especially as killing them needs 5 or more attacks, which in turn need to wait until mana regenerates… And then you die, and you go through all the long narrow path where there is little place to avoid monsters, and again, and again, each time taking a great amount of time to reach the previous point, advance a few steps further and die again.
Maybe checkpoints could fix the issue? Or just make shortcuts (like that shortcut with pushable block which unlocks with the new spell?). Also maybe make attacks execute faster, reduce monsters HP, etc. to speed the things up and make fighting one monster not half a minute (it’s ok at start, but quickly gets boring) but a few seconds, especially if sacrificing health.
Also I’ve noticed a few pathfinding bugs. Sometimes the monsters just stand in one spot and don’t move. Or can’t get closer to the Player as if the tiles nearby cannot be stepped on.