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(+1)

This was such a creative and fun idea (also hard xD)

I also likes the theme implementation! I noticed alot of games really just ignored it soo its nice to see ppl actually try to implement it

This was definitely hard, but it also VERY well balanced. Like Id think it was very hard to playtest this and set the difficulty. The game never felt lenient with the 70% thing but that also never gave you the win for free either. 

For the visuals, the base stuff looked cool enough, but the resolution and ui scalling was broken i think. The pencil size box was detached from the rest of the ui and more towards the centre.

speaking of pencils, Im really impressed by the drawing mechanic itself, it was really accurate, in like detecting drawing inside/outside the areas.

Tho I would like to say calling it a relaxing game was a lie xD For me this was a souls like.. I JUST CANT DRAW STRAIGHT. But even so, I did manage to beat it.

The building and house lvls felt easier tbh compared to the triangle one. But the circle really did present a challenge. It was hard

The difficulty curve was also surprisingly well designed. Like I dont think if I couldve beaten the house lvl or the circle level before practicing with lines and plain triangles as easily as I did

For suggestions, I would love to have a restart button in game(unless i missed it), instead of needing to draw gibberish till it restarted.

Overall, a really fun game. more work to the ui and visuals would be good. The drawing mechanic was fun, but a small thing i noticed, when you zoom in all the way and use the smallest pencil size and try to draw, the pencil kinda moves in a zig-zag pattern and is really hard to control. Idk how it was implemented but making that smoother would be a good change imo.

Other than that, I really I enjoyed the levels, they were hard but never TOO hard, the difficulty curve was well designed as everythiing we drew was a combination of all we drew before.

You did a great job! :D

Wow, thank you so much for the detailed comment! I really agree with all the points you mentioned.

The 70% thing is more just to make the game playable, rather than make it easy. The main purpose of it was so that you could use a brush that's slightly smaller than the actual outlines and still fill up the pencil meter, cause otherwise it would make it really difficult to not draw outside of the outlines. 

I could not dedicate any time on the UI at all 😭 All of it had to be rushed in order to get the game mechanics and other important things done on time. That is why all the buttons are really basic, and none of it looks that cleaned up. I would have definitely dedicated more time to it if was a longer jam.

Maybe relaxing was a bit of a stretch LOL. I considered the game to be a bit more on the chill side, but I guess some drawings might have been a bit much haha. I 100% agree with your statement on the house level. It was the first level I designed, and I used it to test out the mechanics. It got a small buff, but it's still on the easier end of the levels. The squares and the building got nerfs due to the original drawings being a bit too precise. 

Really glad you feel that way about the difficulty! I know I made some flaws, but I'm glad that it seems to scale well. I mainly wish I explained the reasoning on why the player was drawing lines and shapes before other things, but I hope some of that at least got portrayed with the level designs. The original method I had for the dialogue would have been messed with if I had a restart button, and I only just now realized that what I had now wouldn't be effected. I have changed the game in the editor so that 'r' resets the canvas, which I will just roll out once rating ends.

The speed gets increased when zooming in for some reason. That's a bug that I knew existed, but couldn't figure out how to fix. I will definitely try to look into it some more once I get the time.

Thank you again for playing and for the detailed feedback! I really appreciate it.