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What an excellent game! This is ridiculously well put-together for the time limit, especially as a solo project! I'm really glad I decided to check it out.

- Excellent play on the theme, I can't believe I didn't think of straight-up naming a character "Biscuit".

- The text is just satisfying - the sound, the scrolling, the font - all excellent.

- Man, all the art is just cute! Love the character's portrait on the left side of the screen, it adds so much charm. The colors are all really well-chosen, too.

- There are a few text boxes missing punctuation, and being able to move around during dialogue is a bit weird, but everything is well-written.

- The time limit really adds a lot of pressure, which I think is a good thing, even if it does feel a bit too short. Thanks for not starting it until the player leaves the starting room, though! (Wait, I never noticed you can press Shift to run - that would have helped...)

- The player's movement is SUPER satisfying - I love the floatiness and the variable jump height.

- The implementation of the cat is downright genius, I never would have thought of that! The eye is just really cool, too!

- I think adding a bit of extra urgency when the clock hits 5 AM would be nice, maybe up the tempo of the music a bit or have Cookie's sprite look nervous, it's a bit easy to lose track of time - a jingle would go a long way for the end of night, too.

- The sound design is just excellent in general, the text sound is quiet enough to not get annoying, the squeak noise is on point, it's all really well done.

- The enemy designs are all really solid, even if their movement is simple. I especially liked that room where you have to climb up a series of one-way platforms by jumping between the moving flies.

- The talks with Biscuit are heart-wrenching in a good way, even more so when you know you won't be able to make enough.

- Initially I wasn't sure what the point of the hammer and spring were, since every button counted, but I assume they're necessary for basically all of the big cheese. I'm still not sure if I like the shop, though - I suppose spending buttons to make buttons is fitting, but it almost feels like a distraction.

- The minimap is a super nice touch.

- I assume that the strategy is basically just to hard-focus the big cheese, since you can't even hope to make enough by just collecting the small cheese over and over - which means grabbing the hammer, at least - but beyond that, I'm not sure. It does feel like you're meant to lose at least once, to get a handle on the map and how to optimize your time, which I really like, since it really feels like it hammers in the struggle.

- I feel like just one more conversation with Biscuit after the fifth night would really help twist the knife and make the bad ending hurt that much more, the hard cut from the end fo the last night to the bad ending screen kind of took me out of things.

- I assume betting just isn't ever worth it? I never won, at least.

- I noticed there's a LOT of knockback from taking damage - while annoying at times, I feel like you could do something with that like force the player to damage boost to reach a ledge somewhere (or maybe I just never came across an area where you have to do that), to really hammer home the feeling of risking it all for Biscuit.

- Having an option to replay the game on the ending screen would be appreciated.

Overall, this is a STELLAR game, and basically everything is ridiculously polished - it feels like a really good complete package. I do feel like it's a bit hard,but I suppose that's kind of the point - I haven't tried for the good ending yet, but I just might. Great premise, great execution, I can't believe one person made all this.

thank you so much for such a detailed and thoughtful review! I really appreciate you taking the time to play and share all this feedback, it really means a whole lot. I’ll try to improve the weak parts in my next games.