The visuals were amazing and nailed the atmosphere of the game. It was peaceful to just move around! I was a little confused with the directions at first but got it eventually!! Nice work!
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Not Too Much!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Community's Voice | #17 | 3.943 | 3.943 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Creative Vision / Rationale / How Did You Incorporate the Theme
'Not Too Much!' is a short 2.5D RPG game with visual novel elements and puzzles centered around an action budget. It is set in the small village of Floraville, following Albert, the town's philanthropist, as he endeavours to help his fellow neighbours with their problems out of the kindness of his heart... - We decided to turn the classic generosity theme on its head and think about "generosity burnout" instead, focussing on how important it is to put yourself first sometimes and think of more constructive ways of helping others.
Comments
Hello everyone!
I'm really grateful for all the reviews and I'm so happy that so many of you loved our project!
I've been super busy the last couple weeks but I will still go through my list and review games myself, don't think I've forgotten about you. :)
Again thank you so much, this is the first game jam for most of us and I'm glad all our hard work has paid off.
The positivity in the community really inspires me to keep going, connecting with others and honing my skills further to join other game jams!
Here's the little guy again
Hi, I want to give some feedback on the art, because I think it's really close to being beautiful
- General: Something about the colors is strange---either perhaps because the sun gives everything an orange wash, or just the base colors in general may be too dark, earthy and natural, especially the green floor. I feel it may be better to push the colors towards brighter, simpler primary colors to give the game a friendlier and comical tone to match the art style.
- Albert: The player's colors throw me off as well. The red/orange color is very ambiguous and is similar to the fences, making the player blend in. It also doesn't look great with his blue shirt. It may be better to try a more obvious red or orange, or go with another strong color altogether
- Stella: I also feel the blue hair/black skin doesn't really match. Her hair might look better as white with light blue highlights, or white with light pink highlights
-Agatha: I mean, yeah she looks like a kaffir lime/cucumber :D She also blends in with the background
-All the characters' eyes are really weird if they naturally look up and behind them, I feel they should look forward at all times
Since colors are relative to its neighbors, fixing one or two may fix the rest naturally
I'm not an artist, so take these suggestions lightly, just some things I noticed. Really nice submission
The art style completely won me over! I love the character design, and the lighting changes are impressive. Now I want to make a 2.5D game too!
Regarding gameplay, I got stuck on day 1 and kept looping, but I can see a lot of thought was put into the puzzles. Will def pick it up again later to try reaching the end. I recognize the time loop mechanic is central to the idea of finding optimized ways to help others, but gameplay wise it bugged me a bit that the day progressed so fast. Maybe it could allow for a bit more interactions before looping, but that's just me! Regardless, awesome work :)
An update here because I was able to finish the game! I still thought it was a bit frustrating to repeat the whole process when just one thing was missing, but since it's a short game and the ending was very cute/rewarding, it didn't bother me as much as it did on my first playthrough. Congrats on the great work once again :)
Thank you so much for taking the time to play our game! I'm so glad you enjoyed it :D 2.5D games are super fun and I hadn't even considered it until looking into some others out there
I appreciate what you say about the time loop and optimising the action budget. We'll be looking into all of the game's aspects when we finetune it for the post-jam release so we'll be testing the mechanics more as well. Thank you once again for the feedback!
Story - Really pleasant and adorable story about helping your neighbors and being a part of one's own community.
Mechanics - Pretty simple mechanics, which made the game very easy to pick up and play (big plus). Interacts worked for the most part (I ran into a similar bug as the others, only mine was when I picked up the lawn mower and then couldn't interact with anything else in the scene).
Theme - Poor Albert was a bit too generous if you ask me...
Audio/Visual - The audio and visuals of this game are the real stars. I loved how smooth the gameplay was in the 2.5d world. The Paper-Mario/Cult of the Lamb vibes were definitely there, only with an animal crossing skin. Everything was beyond adorable and everything looked SO dang good. The music was very calming and really set the cozy vibes.
Overall - A wonderful little game with a really cute premise. I loved the execution and really hope you guys decide to expand this game further! I'd love to wishlist it on steam some day
Thanks for playing our game and for such a thoughtful breakdown of feedback! I'm so glad that our intentions were conveyed effectively. It means a lot to hear that you'd love to play a full version! We're definitely planning to upload a finetuned version of our jam submission but are also in talks about adding all the other features we dreamed of expanding on. Once again your feedback is super appreciated!
Really solid game. It the style kinda reminds me of Paper Mario! I didn't really get what I was supposed to do and kept time looping XD. I also experienced a bug with the interaction. After collecting the note, the interaction key doesn't go away so if you press it again, then you can't interact with anything else.
Visuals are great and the game is well polished! Puzzles are clever as well. It did happen one time that the interaction is not working and I have to restart game. But overall it's a great work!
PS - I would love to have you reviewing my game too, thanks!
heya it's Chris!
I read over all the comments and for the most part I agree! I feel that you guys have a good grasp on the memo and delivered a polished, holistic experience. I appreciated the premise, the puzzles, and especially the tremendous attention to user interface and experience. The circle to reveal Albert behind trees was something that I really wanted to add in our game but weren't able to!
I don't know if it was intended at all, but I kind of felt a subtly eerie vibe behind the cute presentations: our Dog looking like a Made in Abyss character, the 3rd NPC, the lighting during sunset, and how everyone seems to be unable to do anything. In fact, I dare feel like they are really taking advantage of Albert's kindness.
Great great first jammy effort!
Hey, thank you so much for your thoughtful feedback! I'm so glad you had an enjoyable experience with our game :)
That's genuinely such an interesting perspective of our characters, and I really appreciate you sharing (love the made an abyss reference, now that you mention it I can kinda see it lol!) You're actually not entirely wrong about the NPCs taking advantage of Albert, though I'd say it's very much an unconscious reliance on him on their part. (Spoilers ahead for those concerned) Since the NPCs rely on your help to solve their issues, there are options the player can take to either help them directly, which will technically only be a short fix as they'll end up relying on you again the next day, or you can choose to be generous in ways that encourages them to be more self-sufficient and provide them with a long-term fix (or encourage them to pay it forward), which ultimately sets off a chain reaction of kindness. In this game, the latter is seen as the true generosity, to tackle our friends' problems at the root rather than loosely patching things up.
The darker vibes are something I never considered but feel like they could make sense, given our use of Cult of the Lamb as inspiration. It's an interesting side of the game to explore for sure. Thanks once again for playing, Chris!
Thank you very much Chris! I actually didn't think much about Hektor's design other than "funny blob creature" at first, but I do love Made In Abyss and the media we consume does inform our practice even subconsciously, so who knows, hehe.
I can see how the eerie feel comes in and it'd definitely be an interesting direction to take or to recreate for the next jam! Especially if it was more MiA-esque instead of a more classic RPG horror vibe.
Can't wait to check out what you've made! :)
@Kirin and @RatPrince
I've no doubt you guys will be able to pull off either directions, just depends on what you wanted to do (I'm a fan of both)!!
On your reflection of generosity, Kirin, I found that insightful and very relatable at this stage of my life. It's a better conversation over tea, but when I was younger, I felt a strong sense of having views about things: Give her a fish and feed her a day. Teach her how to catch fishes and feed her forever - things like that. As I'm getting older, I realize these are just POVs, even if they're mine, and as a result, I'm holding onto them less, and rather than be concerned with why this or why not that, I've been putting more energy and focus on doing what I think ought to be done - in that way, I relate to you guys' vision and Albert a lot.
That's so nice to hear :') I've actually never heard of that saying before but it feels so in line with Albert being a cat too lol! It's absolutely food for thought, especially at my current point in life too where I'm faced with loved ones who are struggling, and unfortunately the furthest I'm able to help them is to give them the tools to help themselves. Our perspectives will be everchanging in tandem with our experiences, and that's exactly why we grow and change as people. I agree that it's just as important to periodically reflect on these stages of our lives and how far we've come. A lot of the games in this jam have been very thought provoking for me as well, which must mean they're definitely getting a strong message across. I'm touched that this contributed to that!
WOW! This was so adorable, loved the 2.5D. Struggled with the puzzles a little with the limited day time, but the cuteness encouraged me to keep trying a few times haha. Thought the overall idea was very clever and the dialogue is lovely. Great work!
I like the visuals the most. Cute animations and of course doggo langwage haha :3 A cute and complete experience. I really like the details you put in as well, for example mowing the lawn for longer changes its texture to sand dirt, i like that xD I repeated day-1 3-4 times lol and saw the changes in dialogues when i did other tasks first. This is sucha nice loop on its own.
You put a lot of effort in this and it definitely paid well.
Aesthetically magnificent game! I'm not sure if there are other days besides the first, but I repeated Day 1 at least 4 times and got discouraged from playing more. I guess that's on theme though, made me accept that I can't spend too much time playing this :P
I also thought about making a game with the theme of giving too much being a problem. Maybe if the game encouraged "self help" actions that refilled your action gauge or internal dialogue about the cost of certain actions, I could find the time and confidence to "complete" the days instead of having to repeat them. That would be a great positive gameplay loop that helps showcase the theme.
Thank you so much for your feedback! It was indeed our intention to have one day that only progresses to the second once all the neighbours have been helped. Since our initial idea involved a timeloop, we chose to give it a more metaphorical connotation to contribute to the notion of poor Albert's repetitive and exhausting daily life (our programmer, Pingu, also making a great point about the trial and error aspect meaning that you're eventually giving to the NPCs without them even needing to ask for anything.) Regardless, hearing the wide range of perspectives our creation has given players has been invaluable insight to us!
We do also have themes around encouraging self-help, as that is one of the primary messages of our game intertwined with generosity itself, but well... that would involve playing to the end to find out, as I can't spoil ;)
incredible amount of polish in the art as well as UI, it's so pleasing to the eye; the day to night transition is brilliant, I did wonder if there was a way other than giving a circular mask for the player to be visible when trees got in the way, but cannot deny it did the job; I love the premise too, the idea of showing the price and weight of generosity is an important perspective! I did get stuck after a point; but there is enough here for me to come back and give it another shot!
Thank you for playing our game and for the feedback! I agree, many of us give without remembering to give back to ourselves after. It's incredibly important to maintain that cycle of replenishing the energy and kindness you expend on others. The circular mask was a feature that we enjoyed a lot when our programmer showed it to us, but now that you mention it it would be fun to explore some other ways to see through the trees!
We have some mention a softlock that doesn't seem to be the ones we've intentionally added, which we will be looking into when continuing, and hopefully this isn't the one you're referring to. But I hope you're able to beat it on your next attempt. Once again thank you for kind words and suggestions :)
I loved the Creativity you have put into the art style, good game!
Really liked the graphics and cute characters! I did find it very confusing though what main goal was. I also found a bug if you fix and pickup the lawnmower before talking to the lady, which broke the game and I couldn't interact with anything, so I had to close the game and restart. But otherwise really cute game!
wow this game was so cute !! i love the 2.5 perspective , the game looks so impressive and the characters were fun to talk to :3 i liked how different actions make time pass , that was very cool ... and all the animations omg !!! so detailed i am wow
Omg the artstyle is so stinkin' cute!~ Stella my beloved <3 Love the little character icons when they talk, and their little animations, it's all absolutely adorable~ The gameplay is also pretty engaging and I liked the music too. Overall fantastic work, kudos to your team!
You should be, she's very adorable! Also "The Silly" ahhhhh, love that for her. Feel free to check out my team's game as well if you're interested, no pressure of course (also eyyyyyy, Jinx is my girl so I had to represent >:) )
(also YOUR SUNDAY ART (and really all your art) IS SO GOOD WHAT, I'm following your artstation right now)
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