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Well polished puzzle experience! Haven’t played this style of tile-matching game before and I got filtered hard by the cascade level.

I like that Aya’s leaf fan is just the Canadian maple leaf

It’s real amusing when Seija’s gimmicks lead to her own demise in the midst of my flailing about, very appreciative that most levels are forgiving enough that bricking out won’t happen unless you’re really trying to.

My only criticism is that you don’t know the exact details of what each of Seija’s effects does until she hits you with it, and even then you just have to infer what it is based on the counters and icon. A description that appears on mouse-over or similar would be great. Also full-screen mode.

Glad to report that we're fixing that post-jam; I'm going to put proper effect descriptions in the first level where a mechanic is introduced, and there's supposed to be a whole other icon for most of them that helps illustrate better (it...didn't show up due to a surprise bug I didn't notice I'd introduced with a late change). Dunno how many people will come back to have another look, but it can't hurt.

I forgot to enable window scaling AGAIN after messing that up for sunflower maintenance; it's like a flag in the godot editor or something, super easy. I told myself I'd do it next time after sunflower maintenance, but whoops :v

Lotta stuff that just slips through during game jams, I suppose. Also got a few more levels planned (they're super easy to make), and something of a change to the RNG so it can't give you long runs without a specific tile. It probably helps that I don't really play this sort of tile-matcher either; this is also why each level unlocks two more, so you can just skip over stuff you can't/don't want to bash your head against.