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Really great take on the theme. I had a lot of fun playing this. I restarted once and managed to get to the end once I'd better udnerstood what I'm doing. A bit more tutorialization would be great to avoid that frustration, letting the player know a.) the drag and release mechanic and b.) that you have limited flicks that carry over into the next scene.

A lot of the sound design works really well and overall the graphics are quite good. The game feels polished! For the art, it would be lovely to see a pass where the icons and items are drawn at the right size for how they'll show up in the final game, as the image sizing and the outlines on them sometimes felt at odds with the restof the menu and artstyle. 

I think the map worked fantastically and finding a path was fun. That bit felt great.

My biggest piece of feedback is to figure out a better way to deal with exiting a room - it felt very punishing to be sent back into the room by an invisible wall I couldn't predict outside of a door, and waste one or more flicks getting back out yet again. Maybe the outside area could have a 'slowing pad' so you can still get back in if you want to, but aren't likely to be catapulted there if you don't want to be?

Overall there is so much here for a nine day jam, really well done!

(2 edits)

Yeah outlines were intentional as the wildcard was crayon so all map ui was as is wildcard characters and items were not.  Not using the zoom would make them feel off. However, using zoom would show they are in line with the rest of the art lol. 9 days not much time but overall happy how much content we had for the 9 days time and the fact I learned how to draw on the first day. Mostly a pixel artist here so illustration is brand brand new to me.  The sizing of the items was an engine thing. All items were drawn on 2000x2000+ resolution haha.