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(1 edit) (+1)

ui and sound design with buttons tends to fall by the wayside these jams but wow they made a nice (not crazy but nice) impression at the start and i appreciate that. i'm rather charmed by the banana peel dialog pointer. even the inventory has the vines on the frame and ease motion on the expand..... the art style is quite cute and pleasant, some people could have looked more distinctly like themselves at a glance (chris paul ludwig) but that's just me being extremely nitpicky. 

unfortunately the game design fell short in comparison, me and a friend watching me play luckily managed to get through it without most of the tutorial (besides finding the rock.....) but i did have to restart it to get the microphone back and it was rather fiddly dragging items to the exact correct object (eg: vines only right near the wheels? rope down the hole but not on the bike) but it def seems like a time nerf 😞 😞 😞

puzzle design was also, bit too formulaic and convoluted overly convenient but, well. anyways a small thing i think you could've done to make it feel better was up the speed on text and movement around the scene. and also might've just been how the puzzles had us looking around for stuff but some backgrounds looked like you might be able to go to another room (left of the podcast and down to the campfire) but regardless. props to the ui it did stand out to me.

(1 edit) (+1)

Thank you for the in-depth look! I appreciate it alot :D. Yeah a major thing that led to some of the problems was not enough playtesting and some last min changes in the last second.  To give some insight into things:

1) You are absolutely right about the item system and detection. It definitely   needs  some major improvements,

2) You are right about the text feeling a bit slow especially with the amount of text we have. But, clicking should just skip the typing and give you the entire text block.

3) Keeping the puzzle design simple was an intentional choice on our part as we wanted more people to experience the whole story rather be stuck figuring stuff out. But that failed due to point 1 XD. Also adding more stuff would just increase the artist's work load which was already quite alot.

And again thankyou for your insights. This helps us improve what we do in the future.

2) yeah true i did do the spam click thing in my restarted runs.

3) feels rather tough to come up with good object scenario puzzles within such a short timeframe with enough time for everyone to deliver, so i totally understand how it's the way it is. but, maybe with experience or something there's surely a way to make better puzzles still with the limitations in mind.

but well, good luck on what you do next! would be cool to see you cracked the code next monkey jam maybe 😳