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(+1)

(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)

Semi-on-the-fly remarks:
  1. I would advise putting a thumbnail (and possibly screen captures), to give people a better idea of your game before playing. :) (I see in your answer to TareSG that you saw that, but you could still do it for the current game!! Taking a capture as the thumbnail / cover would already be good, don’t hold back!)
  2. some misspellings on game page; example: "gollow" -> "follow"
  3. "gollow your gamerinstinkts and use WASD or arrow-keys." -> But my AZERTY gamerinstinkts tell me to use ZQSD. ;) Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled.
  4. I like your way of thinking (on the game page); reminds me of how I feel about karma in general (or the derived "Karma" concept for game jams XD). :) (Ah, seeing Coding Kricket’s comment, I concur! :))
  5. Cute graphics! :) But no sound at the beginning?
  6. Cannot talk or interact with the nearby boy/man? We are thrown right into the action, but I think some initial guidance, even implicit, could help. Nevertheless, my gamerinstinkts tell me to explore and look for objects. ;)
  7. First sound when I collect something (a shovel?); I think some more sounds, for example when walking, would add more life to the game. (Music is optional, do as you wish!)
  8. We walk a bit slowly compared to the extent of the area. Either having the player walk faster or enabling running could be a solution; or redesigning the area, but this would be more work, and may change the feeling of the world.
  9. Spoiler: I like how you semi-hid an object (key) behind a tree using the perspective! XD Nice. :)
  10. Ah, girl with thought bubble: very clear indication! :) I just think that the very first man is confusing, because before seeing a thought bubble, we do not know how to identify someone’s needs; I would advise having a person WITH a thought bubble right from the start, as an implicit tutorial. For example, I tried opening the door using the key, which was not how things operate here.
  11. Luckily, even though I already had the key (by the way, you thought about not having the objects superimposed on each other in case the player collects several, apparently!), it did not trigger the second event with the girl right away, which is good (to see what happens). :)
  12. A rock that wants a heart. XD Unexpected, but sweet!
  13. Haha, funny retro sounds, especially [spoiler] when the girl disappears. XD
  14. Oh, weird, contrary to the aforementioned tree, the tree that is located leftwards of the girl does not let you pass behind its foliage! I would advise programming trees and other high/tall objects that way, with a purely "decorative" upper part. (Going to the South-West: I think I understand what happens: only the trees from the outside scenery let you pass.)
  15. The slowness of walking really is a hindrance in the game! This is a very sorry thing, because it is super easy to fix (merely increase speed), but the current version makes it cumbersome for the player to progress… ._.
  16. The player character is displayed behind the sentient rock when going on him; I would advise managing display depth. Small detail, though. ;)
  17. Stuck for several minutes now! ._. I have seen the heart, but cannot go take it, nor do I know where what the initial man wants is… Spoiler: to get to the heart, I really wonder if you are supposed to come from the upper-left part, or if you misplaced the trees and blocked the expected way from the right! :s Looking at comments to know if this is the case: no, I am apparently a fool. X) MANAGED TO PASS!! This is almost a meta-riddle! XD Still, I think the perspective and collision issue with the trees is not obvious; using a non-blocking tree and then blocking trees can be clever on your part, but this may need some more straightforward introduction to the player? Or you wanted it to be tricky, in which case, well done. XD
  18. Spoiler: ah, it wasn’t a sentient rock! XD I was wondering, actually. The creature is too cute! :3
  19. Why is the thought bubble version of the creature showing him in a different colour? Because he is absent? If this is the case, fine; otherwise, changing it to its real brown colour would help a bit.
  20. Suggestion for adding some more life: animate the flowers. :)
  21. Spoiler: ah, finally found the object after the creature! You apparently were aware that trees have blocking foliage, since you now used a decoy tree!! XD So, this is really an intended mechanic the player has to understand. Tricky.
  22. Finished! :) The creature goes to his kennel only then instead of when brought back to the boy; is this expected? Also, the ending music/sound is apparently launched infinitely, which generates many instances and results in lag and a somewhat screeching ending sound! :o Is this on purpose or a (final!) bug? Or is it navigator-dependent, as I do not see everyone mentioning it (Endelle does) and know that Web versions tend to have audio issues?

Takeaway: as others already said, a very SWEET game with some (manageable!) imperfections, including playability (speed), readability (the beginning is not obvious), and some life could be added (although this is not really required, after all, why not a quiet game!). I was pleasantly surprised by the trees meta-riddles! XD I see it as cunning, it definitely deserves some points. That’s already great for a first game jam game to achieve this! :)

Thank you for the game, may you also have a nice day and life! :)

Oh no I didn't see your post early enough so I couldn't play your game but a huge THANKS to your comment. This is the most helpful one I have. Really very much thanks and have a very great day! Bet you have a nice game, I'll try it out soon^^