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(+1)

Everyone has pointed out the great atmosphere, art style, etc so I wont harp on that too much. Very unique that you used LÖVE. We don't see a lot of that even in game jams so that's a stand out. It comes with some downsides like if you click away you can't click back into the game and continue but the upsides are fast loading time and closer to "true" 2D world unlike unity which still creates a 3D world which limits what you can do without lagging the web based game. 

Like some have pointed out, the mechanics are a little rough around the edges. There are controls at the start but there is nothing to teach players what constitutes a good grab vs a bad one or really how to minimize their energy use. I'm sure there are many people who have played it and ran into a looping issue of dying of exhaustion without knowing why until they just give up. It is important to give the player feedback so they know how to change what they are doing. for example, a rhythm game without the little "miss", "goods", and "perfects" text pop ups on success or any sound effects would make it difficult to nail down the timing.

Overall, fantastically unique and interesting game especially for your first!

knife digging into water melon as the sound effect is funny.

(+1)

We are so grateful for your feedback; it's exactly the kind we were hoping to receive. Thank you for the compliments and the time you took to write all that out. We love this little game and want to see it take shape outside the confines of the 48-hour game jam. We've been thinking a lot about how to tighten up the code or expand on the visuals but it's been harder to identify those more fundamental principles of good game design that we can start to improve. You've given us a great place to start and the ideas are already flowing! Come back and check it out sometime!