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(1 edit) (+1)

I am going to try and get back at you!

Was the game fun to play

Yes, super fun! The colour choices, with the cute sprites made it feel all so wholesome! I have to say, I actually felt my heart sinking the moment I cracked the egg. Never expected that! What I found extra fascinating was the worldbuilding: rain (but later seeing the clouds), boulders colliding* (but later kicking the ball away), drumsticks (and later torching the birds, which was so cool to see the carcasses breaking down to drumsticks even, and interacting with physics). This loop around activities, the extra touches (the bush, cracking the egg, the interconnected world building, the colliding boulders, the kick) really made this shine! And the cute and wholesome round finishes with a hug, and then a new egg. Masterpiece.


*amazing idea and implementation by the way! How cool was that? And the SFX? Breaking the bones? wow


Did the game include the core elements from the original? 

I would say yes, and I loved the extensions you went for! All themed around the dragon, and the "heat" mechanic was a nice alternative.

The streamlined narrative was a bit different than I expected, but nothing I can complain. 

Having clear guidance on what to do took away a bit of the "maybe deadly consequences" vibe that tamagochi could harbour, but it was definitely fresh and cleanly done!  (now that I mention that, I would have liked a bit more of danger permitted, but I get 100% why you would allow for RETRYing and more support, especially in a game jam where I have killed countless tamagotchis so far, and restarted runs many times.


Was there a clear path of progression
The "eons" and "centuries" definitely seem like progression! Jokes aside, the changing sprite in the menu, the clear results after each action visually communicated to the player, were all great stuff! 

!


How good was the audio and sound fx

All felt great! But as I mentioned the SFX above, the colliding boulders and the crunchy bones really were the highlight for me.


How well implemented was the UI

The UI was very clearly communicating everything, with the icons and supporting text, yet fitting with the clean world you created.

I am curious to hear why you decided to place the buttons where you did, e.g., laying egg down on the right, then all the others a bit random (would love to hear your choices and what plans you had basically. It felt so polished and deliberate, I only wonder what would feature creep was whispering to you)

(+1)

Lol, I loved your detailed review! Once I've cleared a few more games from my list, I’m definitely diving back into yours to figure out those intricate puzzle designs, especially since I noticed you’ve posted explaining things a bit more now :) 

Really glad that you picked up on the cycle of events in my story, I wasn’t sure anyone would notice that. I do like that bone crushing sound too, apparently it was made by someone crunching on a hard candy. 

Regarding my UI, my thought was to split the screen, so left icons for eating and right icons for staying warm. Since an egg is warm when freshly laid I decided to put it with the other warmth based icons. The core loop of my game is a balance of hunger and warmth, where increasing one decreases the other, with happiness being the average of the two. 

Thanks again for the thoughtful feedback!