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(+1)

It's a fun game to spend time on! I especially like the way it auto sorts. I missed a lot of obvious moves but got carried by the hint system

I won my second game by saving nearly all my jello. The problem with using your health as currency is that you have to make everything you spend it on extremely valueable to be worth it, and none of the items seemed to be worth it

In terms of roguelike-ness it felt very one-dimensional since everything was based around one special move

There's not a lot of feedback on spending/gaining jello so it's hard to keep track of your balance. I'd suggest also adding SFX on hovering over cards and when jello are pushed/hovered/clicked on for immersion's sake.

I didn't like the tentacle cursor, something about it is less intuitive for where you're clicking than a normal cursor

I think 'Jello' is trademarked and kind of an unsuited name even without the association to the food considering they're jell-ee-fish, Jell-ee-taire, etc.

(+2)

Nice to hear you had fun with my game! I totally agree with your critique of the currency and relics system. We're already in the process of redesigning that part—to allow for more possible build paths while avoiding the “save nearly all your jello” situation you mentioned. And of course, we’ll be polishing the feedback for the new system too.

The cursor was kind of a random creation—we just thought it looked fun, lol. But you're right about the imprecise clicking issue. It’s definitely something we’ll work on improving.

I also looked into the whole “JELL-O” thing—turns out it’s something we completely missed, since we’re not that familiar with this US brand. We might need to come up with a new name. Thanks a ton for pointing that out, and for all your super helpful feedback!