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Wow! There's a lot to say about this. You guys definitely work really well together, as the art, music, dialog and gameplay all feel really cohesive. 5 songs for a game jam is incredible! The forest really feels alive, and all the little animation effects work well together. The dialog is great, and I like how informative the game is. 

I felt like the progression is a little lacking, after having collected all the butterflies once, and learning exactly where the rare ones spawn every day, it just became a walking game. I kept expecting like there was going to be more. I played it a few more times to make sure I didn't miss anything. To expand the game might help that feeling, but I'm not sure it would be worth the effort. Perhaps an easier way to vary the game-play is to make the woods generation more procedural, and to allow her to walk through the woods, rather than along wide open predetermined paths. Another way could be to add puzzle elements, but again that would be a ton of work. As it is, it isn't bad, it would just be difficult to expand upon. I did end up finding the nebula butterfly with the help of the dragon in the woods: great little secret, but I'm not sure who would spend as much time as I did looking for it. I didn't catch what the text was when I found the butterfly. I kept clicking during the text scroll, which most of the time would show me the full text, but it seemed a few times, almost randomly, it would just skip to the next dialog option.

Also, what was supposed to happen at night? I only lost my butterflies and woke up the next day, but I half expected to turn into a butterfly. It seemed like you were hinting at some sort of mythical monster fight, or different style of gameplay when you warned about the nighttime. 

The options menu is a bit overkill. I used the controls rebinding to map q to mouse click, but that was it. Most of the options seemed confusing, or I wasn't sure what they would do. It seems like a lot of them were for performance, but then maybe just have a single slider to change performance to turn things on and off. Then if you want, you can hide them behind an 'advanced options' button.

I think this might be one of the winning contenders.

Thank you for playing, and the feedback. Glad you enjoyed it. 

The original scope was much smaller, but we liked what we had and let it grow. We do have some ideas for more, but also feel that there is a limit to what we could do with it, and want to focus on other projects for now. It will likely show up as a mini-game in a future project. I like the idea of more variability in each game, and we'd certainly add it if we were going to expand the game. We initially were not sure we were going to take part in this jam, so had wanted a simple game we could do in a few days, and would not expand after the jam, while still working on expanding our previous jam game.  Catching butterflies seemed simple enough... It ended up taking much longer than planned, especially when the web issues showed up, but also taught us a lot. There originally were more tress in the path, but they got dropped when we ran into performance issues with the web version. Those performance issues are also why we have so many options in the settings. We added them as we tested, and left them for anyone who still had issues, with defaults that should be good for most.

My guess for the dialog issue would be the key remapping to use the mouse. If you click on the dialog box itself it will advance, but it also advances when you press swing or interact. It may have triggered twice. We had not tested with the mouse as swing or interact, so did not think to add a check to prevent double input from the different sources. We did most testing with a controller, but when using the keyboard it does make sense to have the mouse handle at least swing, so we will look at that in the future.

At night it ended up just being the shader effect and that you could not drop off butterflies after Leonard went to bed. We tried to add a, vague, story element for why you had to end the day at a certain time, and would start back at camp. We had several other ideas, including the dragon showing up, but they did not make it in.

Thanks again for the kind words.