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Very cute. I loved the walk cycle animation, very cute with the dust quickly gathering behind the hamster. I managed to get to the credits but I didn't figured out how to open the chest the fish gave me, was there a way to do so?  I also really liked how you explained the whole game without using words, I think it's always much more effective to do so this way, well done. I don't know what else to say, it's a short game with a simple message and charm, good job!

Thanks for your kind words!! I was worried that the sign tutorial wouldn't be clear how to plant flowers. I'm glad you made it to the credits (you might have been the first jammer to find them--Nice!).

***SPOILER***





If you couldn't get the treasure chest to open, there is another character you may not have met south of the tree house.

Re: getting to credits, did you cheese the birb somehow? they're supposed to steal your seeds (if you cross the bridge), and you're supposed to need what you get from the chest to stop them from stealing your seeds, but there are at least 2 ways to cheese your way through.

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Wow, at first I imagined I needed what was inside the chest to get through the bird, but then I had this awesome idea of throwing the seed to the other side of the river. I needed the river to freeze over on winter in order to do this, so to me it made perfect sense and I thought it was the intended way and that maybe the crying hamster wouldn't be the end of the game.

Yeah that's one of the ways that you can get around the birb. You're supposed to need what's in the chest though (which the birb doesn't steal, and you just give to them where they land in the forest). All the holes we find in "airtight" game design right? ;)

Big thanks for playing my game!

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Yeah, nothing like a fresh mind playing through our games to show us the flaws of our puzzles, I know how it feels. Air tight game design is a myth, hahaha! Still, I think no matter what idea the player comes up with (the intended one or the one I did), they will feel good about it because the game didn't told them what to do, I think the joy of discovery is one of the strongest emotions games can tap into but it got lost on most big titles today due to the necessity to cater to everyone and don't make nobody confused. I really like those games that don't outright tell what you're supposed to do, being subtle is difficult and I commend your attempt at doing it.