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//SPOILERS AHEAD//

I LOVED this little experience. It took me so many tries to figure out if it was even possible to complete all the tasks in one day, let alone figure out why every time I completed Stella's quest, I was told I expended too much energy. But I had a great time trying and retrying this game. I think instruction-wise, things  could be a little clearer, but even with no direction, I had a really wonderful time. The game could be a little frustrating and the quests definitely got monotonous the more I had to retry them, but I have to admit, I really did feel like Albert! The ending shot was exactly what I had been hoping for to finish off the game. The ending art, and all of the visuals throughout the game were absolutely gorgeous! The artist(s) are incredibly talented and I loved the character design. It almost reminded me of a Paper Mario/Born of Bread meets Cult of the Lamb meets Stardew Valley. The puzzles were thought out incredibly well. I especially loved the house code puzzle. Stella not being able to remember her house code but being able to remember a super convoluted way to figure out her house code made me chuckle and reminded me of the goofiness of games like Undertale or Super Paper Mario. The game was a huge joy I had a great time. 

A couple quick suggestions as I saw you're trying to release a more polished version and would LOVE to play a super polished version of this game:

- a couple of times after completing one quest I would become softlocked unable to interact with anything or being able to progress the day.

- There seem to be some super minor visual bugs where the grass shifts around a little bit

- I think some character interactions could be clearer, maybe an interaction with Manuel/some reason given for the morse code food or why he responded to only one specific code. 

- maybe an energy bar instead of a daylight bar. Some things didn't make a whole lot of sense to spend time on. (i.e picking up Hektor) Also in the same vein, maybe having different tasks take different amount of time/energy 

- if you're planning on doing a lot more work, being able to see the inside of houses could do a lot to build character personality (although the flavor text/fonts still helped with that tremendously) 


Overall I really loved this game and would highly recommend. great work!!

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Hey, thanks a lot for taking the time to write such extensive feedback, really appreciated!

//Spoilers indeed

We indeed didn't manage to implement everything yet - we ran across some issues along the way that made us decide to release a functional game first and foremost with all the base work in place. Some dialog didn't make it into this version, which would give a lot more context to different quests and Albert's exhaustion. 

The action point system was a bit tricky to figure out- Fun fact: we did have a social battery/energy idea for the bar - but we ended up going with the daytime bar since we also wanted to emphasise on Albert not getting any time to himself. We're definitely looking at how we can redistribute the actions spent while also having every NPC solvable within a day AND making the player feel the restriction. I think taking on permanent changes from the previous day (such as unlocking new paths) is still on the table as well but I do enjoy the aspect that the game is solvable day 1, and it's the player learning and retaining information that drives the game's progression.

The soft locks were intentional - I was actually going to be more mean with Manuel shutting down more often, inspired by our programmer Pingu, who designed the first couple ones with Stella - I wasn't a fan at first but I can see the vision now. It's definitely something where the more updated dialog would've given a better idea of "why" but we definitely have to circle back to these, similar to the action points, to see how to manage player frustration while guiding them to make different decisions. I'm definitely a fan of second chances - especially in case the soft-locking dialog was chosen by accident. 

The number puzzles were all Pingu, I'm glad you enjoyed them as much as we did! 

Oh, and the grass thing only happened on the final upload, we haven't looked into the cause yet but we do intend to reduce the amount regardless to make loading faster. 

Overall you're making great points and a lot of these are already being considered so I'm glad we're already going in the right direction :)

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//Spoilers still//


Yes! incredible job once again! This was the first game I played from this jam, and I have played a lot since then, but as of right now this one is easily my most favorite!

I agree having the game be solvable from day 1 is a really cool idea. It makes the game meta in a sense because nothing in the game progresses it's all up to the player outside of the game. I'm really looking forward to what you end up implementing in the final version!!

I also just wanted to clarify in case there was confusion (which may be on my end.) The softlock stopped me from interacting with people altogether and didn't seem intentional. I was able to move around adn interact with the notes but unable to progress the day and had to restart the game (which due to the nature of the game wasn't a big deal but still hindered my progress a tad.) This may have been what you were talking about but just in case it wasn't I wanted to reclarify! I loved the Stella softlock though. That was a super nice touch.

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As the character writer: I'm so happy you felt like my boy Albert. He became very important to me. I'll definitely carry him on next time I work on a game.

Thank you for all the feedback, we're taking a LOT of it with us!! It means a lot.

And finally thank you for loving our game and thank you for the feedback once again. I don't have a PC right now but I will pester one of my friends to stream your game to me so I can rate it!

You'll see me soon on your comment section!

The writing was incredible! I think (obviously to a much lesser extent) Albert becomes very important to the player as well after going through all the same things together! And that's super kind! I appreciate your comment in advance and look forward to seeing you there!

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Thank you so much for taking the time to write such passionate feedback! Even seeing your reply to Lucius, it really means a lot that our little game had such an impact on you. For most of us including myself, this was our first ever game jam. I'm very happy to see it's leaving the mark we intended it to! While I was less in charge of the mechanics and logical side of things, I know we will take your (and everyone else's) feedback into consideration to make the final version the best we can, so I really appreciate your suggestions. We were originally wanting to have extra maps for the houses so that's something I'd love to work on for sure!

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Of course! I'm not familiar with game jams as a whole (as this is my first too!) but I think that this is an incredible first project especially for the amount of time given. I'm looking forward to the final product!!!!