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(1 edit)

Thank you for the beautiful game and all its motivational messages, Noa. This game kinda reminds me of one of the "failed" projects you talked about where the player jumps between rotating planets, and hey, you've really made something nice out of it! 

I feel like some of the game's elements could be designed more intentionally to communicate their mechanics. Good job on drawing the first girl as pale and sad-looking, which immediately made her stand out from the rest of the colorful world, and I knew straight away that the player's supposed to get her a gift. It's also very clever that you made a sad planet with socks hanging around it, which suggests that I should bring Santa over. But back to the girl though - I at first tried carrying her to the gift shop, which did not work. There should be clear indicators communicating what game objects cannot be lifted (You could put her in a large house or something). 

Also, this game has so much potential for player emergence! You know, give the player plenty freedom of interactivity, so they would accomplish tasks in ways you didn't intend. A good example of emergence would be letting me move the girl to the gift instead of the other way around. It'd also have been amazing if when the cat said "We rise by lifting others", I could actually lift the cat up ;)  

Anyhow, what a lovely gift this is. Merry Christmas and best wishes in the upcoming year/decade. You're gonna be making awesome stuffs. It's gonna be a good time, I can feel it.