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(1 edit)

Liked the art and the quick, bite sized nature of the story.  They really need to get that bridge repaired.  the volume on the walking was probably to loud, was louder than everything else.  Maybe total bees should be limited to two spawns at a time, because a full column of bees felt un-dodgeable.  There was also one single bee that felt like it tracked me to the bottom of the screen, so that one earned their honey.  Had to repeat once because I had already picked a flower before noticing the recipe and once because of that flying ace.  A way to drop or remove incorrect flowers would be nice.  The noise when eating a strawberry made me smile.

I don't think you needed to label the enchanted forest by writing on the background.  I was able to tell what you were going from by the other characters' speech, the change in scenery, and the journal.  If you're still worried, maybe a sign in front with "WARNING: Do Not Enter Enchanted Forest" then the florist could comment, "I'll just grab the flowers right at the edge.  Surely that will be fine."  And the flower trail that led to the note could lead to the next screen.  I do think an additional screen wandering through the thick forest would have added to the feel, maybe with additional mist or fog.  Could maybe add a journal entry or spilt the existing one to build the tension.  If the player didn't recognize the forest before, it would be clear by then.  The story as is is already a good setup for a classic style tragedy.

Also, I think a count of the total number of flowers picked would be a nice add, so you have an increasing number of flowers every loop.  Maybe one of the slots in the inventory.  Could also add to the tragic background if there are already some flowers in her pack when the player starts the game, implying the previous loop.

Thanks for the detailed feedback. If the bridge ever gets repaired, maybe she'll finally be able to solve the mystery behind the enchanted forest. The "Enchanted Forest" text in the background was mainly there as a stylistic element rather than to tell the player where they are. The number of collected flowers also isn’t shown because of the optional jam limitation.

(1 edit)

forgot about that limitation.  you could maybe represent it with different sized bundles slowly filling up the space, but that's trickier to implement than a counter.  Since the text was meant to be stylistic, maybe drawing it on a layer above the trees would help?  spit-balling here, but on a higher layer the trees wouldn't need to be placed carefully to avoid covering letters and unless you changed to a really chunky font I think the player would be able to navigate fine.  Or the opposite direction and use a thicker font with more overlap from the trees to make it feel like the text is caught in the forest's growth.  many ideas are easier said than done, but I do hope they help in this project or planning any future ones!