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The Power of Pride Bundle 2026 — $10 PWYC Edition
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(1 edit)

Very juicy game! I loved the artwork and all the squash and stretch animations! The music was good, but it didn't loop.

Because the goal of the game was to max out the entire skill tree, I didn't see a lot of point in being selective over which ones I upgraded first, since I'd get them all in the end anyway. So I kinda clicked them without discretion.

I did notice that I might be able to maximize if I chose certain abilities like the coconut exchange rate upgrade first, but for the most part, I didn't want to spend the time to look through the skill tree and calculate it.

I think the salesman paused giving me cash while I was in the upgrade screen. It'd be cool if he would still give me coins while I was looking at my upgrades, because that would help me get my shopping done sooner (better customer experience). Plus, that would make the downtime of waiting for the coconut-to-cash exchange an excuse for the player to take a look at his skill tree.

Towards the end of the game, I was having trouble spending the excess XP I gained. It would be nice if the zoomed out icons on the skill tree showed the currency needed to buy the ability, as well as if they were maxed out or not, so I wouldn't need to hover over them individually.


While there was a clear attempt to implement the limitation, it left my mind not long after reading the sign. However, the strong summer vibes in the theme were sweet.

At the very beginning of the game, I was wondering why I couldn't loot the chest, but I think that was just me being me. Once I collected some coconuts and sold them, it became clear. I think it would have been fun if the abilities leveled up more exponentially, so that by the end of the game, you'd have the sky practically raining coconuts, but that might just be goofy, IDK.

I know there wasn't much positive feedback written in this post, but that's because the visuals were so good, that I really have no complaints about them.

This is going off-topic, but a cool way to get people excitedly talking about your game after they played it is through giving the player a story to tell. That could be through an actual written story, or through emergent complexity and elegance, like how an abstract game like chess or go can tell a story of a conflict between two sides.

Although I'm not really one to talk, considering the longest comment on my own entry is only 2 sentences long.  XD (BTW, would love any feedback on it! I'm new to writing, and I noticed the narrative I wrote was boring, so I'd love any critique and tips for improvement!)


This is an incredibly polished game, and I enjoyed playing it with my brother before we headed off to bed. Fabulous work!  :D

(+1)

Thanks for the feedback! One thing I’ll note right away concerning the skills: they emit particles if they’re not maxed out, and the color of their particles indicate what resource they require (unless I messed something up, I was adding that last minute :D)

As for the rest, I’ll keep it all in mind when publishing a post-jam version.

Oh, I thought I might've been missing something with the colors on the skill tree! Thanks for letting me know!